33,172 Commits over 4,109 Days - 0.34cph!
Fixed bug in TryWakeUpDormantAgents introduced in yesterday's optimization.
Applied ally awareness again on Scientists.
Improved awareness of allies stepping into an npc's line of fire.
More optimization when trying to wake up dormant agents.
Scientist voice com only limit replies when not in a squad.
Scientists don't hurt each other.
NRE check when preventing Scientists from hurting Scientists.
Bradley no longer target Scientists.
Fixed missing mesh references in a couple of skinnables (meaning they couldn't be downloaded)
added pickles with chance of botulism
fixed tree minigame hints not showing, maybe
task list now displays a specific name for each tutorial section
road/scrap tutorial completion
phrases
Tweak to Scientist Death Comm.
Scientists enabled by default.
Optimized cover point reasoning.
Scientists disabled by default again.
Give out early access reward item
global.cleanup doesn't exist anymore
Added InventoryItem.PreventBreakingDown
Douglas fir / tweaked colors / rebaked billboard
Douglas Fir / Rebaked billboards
more Hapis clutter tweaks around cliffs, caves and sand dunes
Arid Day LUT Polish (more neutral)
Lightened diffuse textures on new trees / rebaked billboards
Fixed concrete_tunnel_1 and 2 material metal/smooth values when texture is not used
Scientist cover point tweaks (Hapis)
Fixed underwater scattering not matching below and above surface
workbench experiments can reveal ammo types
Eye adaptation balance (toned down a notch)
Fixed door protection properties protecting against decay damage
Changed the way upkeep payments are processed so the decay time on the cupboard is more accurate and more intuitive
some quarry materials reflectivity adjustments
changed default server browser image
loot barrels drop 2 scrap
fixed garage door taking splash damage
double metal door default
ak47 horizontal recoil kicks in faster
aim sway no longer a factor when tap firing
netting costs 1 rope instead of 3