200,695 Commits over 4,171 Days - 2.00cph!
nothing important (merge into main)
faction ranges, rep rewards exposed to data
Disabled player model pooling by default
Network++
Broken rain mats.
Loot improvs.
Refactored Builder component to hook into the Agent's Desired Target instead of having its own target tracking.
Added Condition to check if something is registered to the Desired Target in any way.
Woodcutting AI only stockpiles things that aren't registered.
Navigation logs gated by navigation logging bool.
Fixed server use distance regressions
set Initialized to true before refreshing saves in LoadGameWidget
don't wake up from being cold
comment explaining what I did in LoadGameWidget
Removed all old npcs from the project, ported hobgob and dragon to new NPC system
Removed all old AI related code
Removed convar controlled spawn pops
Manifest, codegen
Fixed navmesh setup not happening
basket finding tweaks so cooks don't try and fail to fill already full baskets
disabled flies fx
replaced bag drop with something
Larger prevent build volumes on water junkpiles
Navigation.NavigateToEnemy NRE fix
Foliage polish / color corrected new foliage / added custom vertex normals / rebaked billboards
Don't count disconnected players in z game mode
fixed being unable to repair boats due to decay
easier to access rowboat storage
fixed null group setting errors when spawning vehicles
rowboats that lose their driver will eventually turn in circles and stop
Ambience emitter perf bug fix
Not a fix, just adding some comments
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NPC stats expose values for different movement speeds instead of hardcoded multipliers
Mix tweaks
CH47 engine distance crossfade fixes
EffectParentToWeaponBone now works on BaseViewModel
Fireball channel fx now parents to l_hand when in first person on the local client
can push rowboat with 0 calories
ch47 particle lag fix
boat spawn lag fix
Fixed an obscure bug that was causing double-up NetworkEntityGroupSubscriber BeginSubscribing attempts if a user disconnected and that disconnection ended the game round, and then they reconnected:
- User disconnected and their character was unsubscribed on disconnect.
- Round end was also triggered.
- Round end killed their character, causing a re-sub to their NetworkUser (networkuser takes over as the sub when there's no character, but this should only happen when they're connected).
- When they reconnect, the OnUserReady tried to sub the NetworkUser again.
Fixed by skipping the re-sub if the user is disconnected.
Mix tweaks
Quick spas12 gunshot + handling levels pass
update unit panel
fixed blank team logo image when no texture
Mix tweaks
Boat engine sound tweaks
fix unit panel nickname error in the squad editor
Fixed a few cases where a MonoBehaviour was referenced via an interface and needed a "Unity null" check instead of a "normal" null check. Fixes the bug where the round didn't reset correctly if Z Game ended due to a player disconnecting while another player was still on the spawn vehicle.
Added a new EffectSpellChannel component that disables an effect if the active spell is no longer active (was cancelled)
Added that and the ParentToWeaponBone component to the Fireball, Frostbolt and Heal spell channel effects
Zombies stop attacking correctly when their target dies
NPC aim fixes
locked hackable crate (ch47 event)
ch47 ai work
ch47 crate dropoff
ch47 no longer orbits water wells or tier 0 monuments
Range fix for scientists mounted to the CH47.