124,946 Commits over 4,171 Days - 1.25cph!
Placeholder diving mask and fins art
Started expanding Scientists with more spawn control and mobility features.
Subtracting
26515 &
26516 - Fix for players unable to loot dropped items
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Fixed a spawn bug with Animals that would prevent them from coming alive.
Merged from clothing branch
Removed helk's experiment code
Stole Bill Lowe's WaypointSet from Ruin.
Support for target marking in AI.
First Person clothing works
First Person clothing works with skins
Rebuild viewmodel clothes on clothing change
Merged from /fps_clothes_implementation
Fixed server browser randomly missing servers on reorder
Started on setting up the patrol routes on Scientist Compound using the new Waypoint system.
Added IsHostile marking on BasePlayer. Might move this into the Scientist Comm later for more localized IsHostile awareness.
Fixed fps clothing not being bundled
house ruins final models and colliders
Crafting queue item drop radius tweaks
progress backup
compound scene2prefab
Removed changes that failed to fix Dormant bug.
Removed ancient code to ignore multiple position ticks that were received in a single frame
Fixed server / client time offset corruption when receiving ancient entity ticks (e.g. when having both AI dormant + network caching enabled)
progress backup
compound scene2prefab
ai_dormant true by default
Placeholder wetsuit art (missing female version for now)
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progress backup
compound scene2prefab
updated diving gear
added oxygen tank
no more cold breath under water
protocol++
added wetsuit
hazmat suit also protects from getting wet
can wear hats with goggles
active sentries added in
compound scene2prefab
progress backup
final ground meshes
Placeholder diving tank/regulator art
Updated scientist spawns and patrol routes at Compound.
Added female wetsuit mesh
progress backup
wip loading platforms
Awnings final models/textures/prefabs
extra color materials for awnings
extra awning prefabs
awnings placement in level
scene2prefab compound
Diving tank/regulator LODs
Don't use triangular wall conditional model if there's a neighboring wall attached to the invisible side