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P31 2 alpha murderers fix #15
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Open
P31 2 alpha murderers fix #15
Sellafield
wants to merge
533
commits into
PerpetuumOnline:master
from
OpenPerpetuum:p31_2_alpha_murderers_fix
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…okup Refactor environment effect lookup
New category flags for new items
…litter-exception Issue 213: Empty loot in Lootsplitter throws exception
for field terminals
* Add new AdminCommands RelayOpen and RelayClose This allows for admins to call #relayclose or #relayopen in a #secure chat channel, to "block" the LOGIN attempts from non-admin level accounts.
Small ENERGY_VAMPIRE_CORE_THRESHOLD must be used. Even more charge reduction is possible if the target is also empty.
NPCs start using energy drains immediately.
Prevent client crashes from returning Entitydefaults that are hidden or disabled
- Harvesting turrets no more harvesting empty tiles
- Alpha is now safe until both players flagged
…rial turrets - Fixed issue with industrial turrets don't dsrop loot on disappear
- Turrets don't hate their owner anymore - Turrets won't shoot flagged enemy on Alphas if their owner isn't flagged - Minor code cleanup performed
- update actions to use Node.js 20
- update upload-artifact actions to use Node.js 20
…ere they were so far
[OP-480] Add setup instructions
- transfer of protection against negative points to the ProductionFacility class from Repair class.
- RCU turrets are now can't be spawned in 1km radius near terminals and teleports - Some code auto-cleanup performed
- When RCU turrets are out of operational range, they will explode - Landmines now have 15 sec grace period when deployed - Fixed an issue with RCU being left on field when teleporting using anomalies
- set JoinChannel to protected; - join character to the terminal chat via TryJoinChannel.
- Admin commands for plants growth will now work not only in server dev mode Co-authored-by: Dolzhukov, Viktor <u1158088@internal.imsglobal.com>
- Turrets no more fall into murderous rage when owner locks or hurts them Co-authored-by: Dolzhukov, Viktor <u1158088@internal.imsglobal.com>
* Update CombatAI.cs - when stopping npc, reset movement to null; - periodically check primary hostile. * Update WaypointMovement.cs - velocity vector in the case of zero length is calculated in the direction of the unit; - if at the start already at destination, then set Arrived to true.
* Update NuGet.targets - remove NuGet.exe . * Update .gitignore - add nuget.exe .
…lagged players on Alphas if attacker is flagged
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