3,310 Commits over 3,714 Days - 0.04cph!
explosive ammo can be heard much farther away (quieter distance sound)
explosive ammo causes weapons and silencers to lose condition faster
small gc reduction from checking for silenced weapons
minicopters now decay when indoors at half the outside rate (instead of lasting forever)
improved flashlight effect wall clipping
improved laser effects
thompson can now take flashlight and lasersights
protocol++
underwater crates untie in half the time
can only access minicopter fuel if pilot or engine off
can recycle empty cans
water jug can go into fridges
salvaged axe harvests more animal flesh
tightened up minicopter collision shape
Buoyancy optimizations
backpacks now float
fix for randomly respawning oil rig scientists
AIInformationZone NRE fix for no AIInformationZone
fixed disabled navmesh spam
oil rig ch47 no longer drops crates when destroyed
roam bunching fix
rowboat fix
door work
fixed scientist respawns on oil rig
do not save scientists
buoyancy improvements to rhib
fixed boat engines not taking wave height into effect during depth calculations
AI door issue scene
flasher/siren light now have passthrough
turret parts far less common from boxes
scene2prefab
compile fix
fixed oil rig ladders
scene2prefab
scene2prefab
fixed scientists spawning too slow
more waypoints
failed attempt at flamethrower npc usage
removed problematic cover point
ch47 crush trigger
cover handling
cover state reload improvements
AI cover logic for reloading
intelligent reload logic when low ammo
Exfil state allows shooting
pick unique engagement points if possible (flank)
do not finish an entire burst if line of sight lost
pick unique roam points (no more bunching up)
smaller radius for obstacle avoidance (pass eachother on stairs)
skin spelling mistake fix
approved renamed Scrapper Pants to Kilt