127,419 Commits over 4,109 Days - 1.29cph!
monument puzzle IO entity work
Separated the button on the big_button prefab/models
Updated military tunnel cover points.
Updated patrol points at military tunnels.
Added stationary spawn points at military tunnels (no scene edits).
Height, biome and topology maps are in native code
Added waypoints to patrol routes at military tunnel.
Work started on NPCs taking note of interesting throw objects, like flares.
Splat map is in native code
Added world model and entity ore prefabs
adding ore folders
moved ore model fbx, textures and material to weapons folder
Slightly more robust setting of NPC spawn location.
More robust spawn position memory for NPCs.
Improve weird NPC animal targeting.
More robust setting of NPC destinations.
Fixed bug in Scientist communication, which had them sometimes communicating with themselves.
Cleaned up target memory updating.
Made forgetting memories slightly more robust.
Improved return to spawn logic and tweaked related MT scientist stats.
bugfixes and fusebox functionality
more io work
pressbutton functionality
puzzletest scene
Improved navmesh link traversal.
Improved flee behaviour and reload when idle for NPCs.
More work on navmesh link improvements.
open box variation for electrical_box_d with lever handle
added fuse
updated fusebox
updated simpleswitch
missing files
More work on navmesh links.
fixed pivots on electrical_box_d_open / oriented it toward Z
electrical_box_d_open prefab update
Terrain maps use flat arrays for faster native marshalling (+ easier transition to NativeArray in the future)
Updated DivingTank, DivingMask and DivingFins art
Bandit town scene progress
Additional walkway variants
Additional swamp tree variants
Height fog
New wooden cabin variants
Swamp splat and heightmap update
kinetic wheel
blast door
fixed simple switch art
bugfixes for door
removed debug.logs
updated puzzletest scene
Network++
Merge from hapis_islands
Fixed edge case browser opening while jumping
Options Menu max gibs 2000 because
10000 is a bad idea (can be set higher via console effects.maxgibs)