121,405 Commits over 4,018 Days - 1.26cph!
drowning damage increased
gasp sound when taking drown damage
updated divesite_a
Added WaterCheck + WaterCheckGenerator
Ignore nested entities (i.e. entities inside monument prefabs) when calling DoPrepare on prefabs
Fixed possible monument prefab corruption when rebuilding manifest
Added terrain margin meshes at the edge of the terrain mesh
Valid world bounds also check against terrain margin dimensions
First pass on cover points for Compound.
Made compound emergency stairs wide to prevent the player from getting stuck
Updated Hapis spawns to include divesites
Stationary scientists also have interest points to look at when idle.
Improved interest point usage when patrolling a route.
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Don't strip child objects when tagged as "persist"
Fixed spinner wheel placement NRE (in editor?)
Fixed issue with vm rock idle popping
High external walls and gates decay much faster when placed outside of TC range
Combat log is delayed by 10 seconds (combatlogdelay convar)
BBQ volume tweaks to prevent clipping through walls
Merge from building_system_3.2
Eoka desc update
Diving suit typo fix
Phrases
block players inputting items into APC crate
added basic divesite
scuba gear spawns in tool crates
protocol++
added wip hairstyle 06 and updated dyesets
compound interactables only one user
added single user option for deployables (safezone recyclers etc)
auto turrets only hit their desired target (anti grief)
players no longer block autoturret line of sight (anti grief)
More progress on interest points for patrolling scientists.
Revert event serialization in generic spawner.
added safe zone to compound
Increased AO sample count to Medium
Fixed editor-only compile error
Update ambient occlusion effect to AO2/GTAO
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.
Fixed shared targets via scientist comm not considering hostility.
Increased radio comm timers for compound scientists.
added compound rules sign files
compound scene2prefab
Added detail layer to hoodie material
Added UV2 for detail layer to hoodie
Added knitted fabric detail textures
Update hostile time markings if a scientist catch you with your gun out.
Improved hostility detection based on hostility, defensiveness and hostile mark aggression.
Improved hostility handling in Scientists.
Turned shadows off for all viewmodel clothing
Removed leftover support sockets from roof
big bag o fixes of the morning
restricted access to roofs, only scientists there
signs improved
fixed fucked up material links on awnings
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.