199,999 Commits over 4,140 Days - 2.01cph!
Added terrain margin meshes at the edge of the terrain mesh
Valid world bounds also check against terrain margin dimensions
Removed some stuff from plugins.
silver and gold balancing tweaks from playthroughs
Added stuff to plugins project
Fixed possible monument prefab corruption when rebuilding manifest
Converted game mode serialization
Ignore nested entities (i.e. entities inside monument prefabs) when calling DoPrepare on prefabs
Added WaterCheck + WaterCheckGenerator
drowning damage increased
gasp sound when taking drown damage
updated divesite_a
Added AI for reacting to being hit from an unknown attacker.
Check for Can Use Combat Ability also checks for ammo now.
Fixed it being impossible to equip in slots other than RHand.
Reacting to unknown attacker set to always evaluate
Underwater rock formation test
Added OverrideEverything bool for GoalPlans to always interrupt the current GPV.
Targeting AI to high priority DM.
divesites have a floating buoy marking their position
Aggro logic improvements for Scientists.
More UI optimisation
Fixed role assignment UI
compile fixes
additional divesites
dive site loot balance 1/2
More work on AI for Compound (seek cover, peacekeeping vs fleeing, etc).
Tweaks to peacekeeping AI.
no throwing items while head is under water as they'd move at 1 foot/sec anyway
adjusted underwater view distances
Updated underwater rock formation prefab and scene
Footsteps are quieter when crouching
Knowledger overlay (V) sorts entities by distance, has higher refresh rate
Role assignment toggle fixes
In editor, don't load the building definitions if we're starting on a game level, but the level doesn't have a LevelGenerator (i.e. somehting that'd need buildings to be loaded)
Flatten tree view hierarchy until it gets felled (potential perf opt)
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