
What we have been working on since last time!:
Bunker Access: Players can now enter the bunker! 🥳
Expanded Bunker Content: We've added more rooms and details to the bunker areas.
Zombie EQS Integration: The Environmental Query System (EQS) for zombies is now functional, though we're still fine-tuning it.
Enhanced Zombie AI: We've done further work to improve zombie AI behavior.
Night Wave Spawns: Zombies now spawn in waves at night and will attack planted plots and walls (if not broken). 🌙
Visual & Audio Effects:
Added zombie spawn animations.
Implemented zombie hit visual effects (VFX) and hit sounds. 💥
UV Lights: UV lights now activate automatically at night.
Navigation & Behavior Adjustments: We've made minor adjustments to the navigation mesh and overall zombie behavior.
Wall Upgrades: Wall upgrade functionality has been implemented.
Wall Level Progression: Stage 1, 2, and 3 meshes have been added for wall levels 2 and 3.
Wall Data Table (DT_WallLevels): This data table is now set up to define wall models, health, upgrade costs, and repair costs.
Wall Costs: Cost has been added for wall repair and upgrades.
New Wall Type: Wood walls are now available.
Workbench Icons: Icons have been added for the defense workbench.
Ivy Model Update: The ivy model and textures have been updated.
Sun Brightness/Temperature: Adjusted sun brightness and temperature settings. ☀️
Edit Mode Arrow Fix: Fixed an issue where edit mode move arrows would get stuck on schematics.
Wall Collision Height: Corrected the collision height for walls.
Combat Mode Exit Fix: Resolved an issue with exiting combat mode.