200,435 Commits over 4,140 Days - 2.02cph!
Fixed needs triggering multiple times for the same entity
switched biter attack view to PlaceholderAttackView
update coin FX/material/texures
update biter unit textures
disabled fog on unit shader (not sure when i activated that....)
tweaked biter animation controller transition
setup attack trigger event
Added wetsuit viewmodel
Inflated all viewmodels to work over the default arms and fit together nicely (glove/jacket combinations)
cherrypicking garage doors from puzzles
SavasIsland offshore tweaks
closed off railroad gate
placed always on hobobarrel + extra spot on platform
replaced temporary stairs to tower with final prefab
scene2prefab compound
Minor Savas fixes
Fixed some broken Hapis map sounds
Scientists that spawn as non-hostile will now assume a relaxed pose upon spawn.
Scientists following waypoint paths will now pause at the correct points of the patrol route.
big bag o fixes of the morning
restricted access to roofs, only scientists there
signs improved
fixed fucked up material links on awnings
Removed leftover support sockets from roof
Turned shadows off for all viewmodel clothing
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Improved hostility handling in Scientists.
ForceWipe++
What's New Beta 4 definition.
ValueElement can optionally tint text and icons as well as the fill bar
Update hostile time markings if a scientist catch you with your gun out.
Improved hostility detection based on hostility, defensiveness and hostile mark aggression.
enabled wander to territory module on animals
Removed non functioning code related to trigger_changelevel player position fixes
Fixed calling Player.Spawn() on a player inside a vehicle putting the player in an invalid state where no NPCs can see them (fix for transitions in a vehicle in HL2 campaign)
Added detail layer to hoodie material
Added UV2 for detail layer to hoodie
Added knitted fabric detail textures
added compound rules sign files
compound scene2prefab
Fixed shared targets via scientist comm not considering hostility.
Increased radio comm timers for compound scientists.
Merged tribe needs UI into the activity notifications UI
Removed various activity types related to older needs system
Enum regen
Setting Combat Target overrides wandering plans
Secondary slot emotes should no longer happen if primary is already emoting
fix for career creation hang
merged career creation hang bug fix back from release testing branch
added placeholder title screenshots to what's new headers
Started working on look at points for scientists.
Add a graphical gizmo (thanks Bill Lowe) to scientist spawn point, so that it is easier to set up the orientation of the spawn point.
quick play map view fix for standalone builds
Building manager now caches at game load rather than level load. Needs testing.
merged release branch fixes back to main
Update ambient occlusion effect to AO2/GTAO
Moved triggers, cleaned up a bunch of conditions
Fixed editor-only compile error
Fixed some activity types not being picked up by the notifications UI widget
Added NavMeshAgent.updateRotation to debug panel
Activity types can now define a notification expiry time (got rid of auto expiry toggle)
Increased AO sample count to Medium