200,981 Commits over 4,171 Days - 2.01cph!
Fixed ice sheet interaction with water depth mask (and future others)
Removed old hairstyle 3 materials. Added new shaved head and facial hairstyles 3 and dyesets, added capmask for hairstyle 5 and dyesets, added wip hairstyle 4 physics test
Fixed Cohesion leave and join chance randomisation
Added wetness to a bunch of mats
Synchronized wetness values.
Should be possible to unlock Leatherworking stuff
Weather system now also controls post profile blending while inside an env volume group
Hopefully evil NPCs wont attack other evil NPCs
Organized some mats.
Wetness stuff.
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Fixed bad npc agro timeout check
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Stats from definitions work now, added max hp and roam range properties to NPC (init from def)
Server compile fixes
Saved all npcs and prefabs
Fixed std shadergui scroll offset placement
properly update player rotation when mounted (fix for c4/rockets exploding on vehicles fired from)
Fixed std shadergui scroll offset placement
Nuked unused blend layer shadergui
Added wetness to std/blend-layer and core/foliage shaders
Added wetness to nature/foliage shader
updated opportunity panel, reformating outcome
added sucess/fail ui anim
fixed default team name in the logo creation panel
Fixed NPC weapon selection some more. Cops put their weapon away and keep walking around when they finish shooting a target, and out-of-ammo is handled (although currently NPCs get infinite ammo anyway).
NPCs should respect isMounted when they Resume.
Might have fixed some compile errors on build
Slightly better ground-hugging for junkpile NPCs.
Adjusted the delay from when a Scientist see an enemy until he fires back based on whether he took damage recently from that enemy.
fixed opportunity outcome arrow displaying the wrong outcome and adjusted its animation
set back original opportiunity chance
changed opportunity panel background
adjusted floating cash text sorting/formating
Forgot to commit this stuff from the last time I worked on the project. Video window and some misc bits
Added button to destroy entities from the EntityInfo debug
Entity destruction now logs the names of the destroyed entities
actual no spawns in nospawns