200,314 Commits over 4,140 Days - 2.02cph!
Fixed incorrect prefab references in the rock_dressing scene
fixed super bright white bubbles and plankton field when underwater
added missing phrases
updated diving tank icon
diving mask can be used with miner hat
fixed underwater rock formation crate spawns
Network issue testing: Adding some additional diagnostic info
Removed NPCs from default game mode
Reduce weapon recoil a little
Allow setting target framerates more easily. Fix the way VSync was set.
Better, simpler, framerate-independent eye view punch
Punch: Update current before target
AI tweaks at Compound
Scene2Prefab
Networking issue: More/different stats
NPC Vending machine tables
Slight increase in scientist respawn times at Compound.
Work towards preventing Scientists from crouch walking like idiots.
Switched out scientist type for compound spawners.
Scene2Prefab
NPC turrets clean up sleepers after 20 minutes
fixed NPC turret aim offset on sleepers
additional sentry turrets in compound
ch47 no longer visits shitty monuments
NPC vending machine prefabs
Cleaned out old IsHostile function.
Increased stopping distance slightly for waypoint paths, to ensure Scientists don't get stuck while pathing.
Stationary scientists can return to spawn.
Tweaks to AI at Compound.
Unfreeze NPCs due to bad tweaks.
Stationary NPCs now actually return to their spawn post properly.
Couple of fixes
scene2prefab compound
Added buttons to Cohesion debug to trigger people joining and leaving the tribe
Fixed mountable NRE when destroyed from moving into an invalid position
Fixed Hostility check and tidied it up so we can see what's going on in there
Merge from compound_monument
branching wip network refactor
Stop navigating at end of FollowCombatTarget
Dont parent views to container transforms in standalone builds
Fixed GroupNeeds not unsubscribing from TimeManager.OnHour when destroyed (i.e. between sessions, causing NREs)
TerrainDecals destroys any TerrainDecalObject instances in OnDestroy (for safety, this should be taken care of by scene unloading)
Session.LoadScene calls SceneManager.SetActiveScene to make sure we spawn things in the correct scene for cleaner session management
wip moving to Client / ClientConnection and Server / ServerConnection setup
Bug fixes
Out of bound prevent movement volumes now work correctly
compound scene2prefab
Building now has a HasActiveConstruction property to indicate that there's some sort of construction going on.
Various bits of building AI now check this instead of IsFinished making it possible to build upgrades.
update career UI : changed league/market tab
Fixed settlement creation UI appearing after loading a game
NetworkServer -> Server, more refactoring