127,390 Commits over 4,109 Days - 1.29cph!
Second pass momentum scoring for AI targets.
Further steps toward not allowing movement while crouched for Scientists.
First pass on animals in water improvements.
Fixed PropRenderer.CaptureScreenshot default light intensity scale correction
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timer bugfixes
keycard implementation
card reader color coordination
Trainyard puzzle flow improvement
Card readers glowing colors/intensity tweaks
Improvements to animals in water.
Improvements to target scoring momentum.
Updated names on scientist loadouts.
Increased Scientist threat memory.
Improved Scientist AI for unseen threats.
Navigation waits for pending paths a bit better.
Progress on improving Scientist searching for lost enemy targets.
Reversed animal swimming (they still slow down in water).
minor draw distance improvements
removed unuused card items
Added custom / community map support via URL
Network++
Removed weird "more gibs" game objects from bear and stag ragdolls (warning spam)
Longer despawn timer on gunpowder and sulfur
Improved lost target searching.
Lots of small issue fixes.
Early exit from path vs euclidean distance test.
various weapon material tweaks
More work on AI. Search improvements, less funky ducking, +++
Fixed indirect lighting sometimes broken on deferred mesh decals
fixed keycard colors
added keycard itempickups
added puzzle reset script
fuses spawn in boxes and can be recycled for 20 scrap
keycards spawn on desks
fixed being able to drink water from rivers forever to heal, maxes out at 50% now
More lost target search improvements.
NPC orientation test.
Updated barricades spawners
T0 Monuments reset procedure setup
Monuments reset procedure setup
Card reader bounds/collider deeper
Extra LOD to switch to help with readability on low settings
Fixed bypasses at WTP
Fixed blocking fence gate at compound
Fixed upward bypass at trainyard main building
Fixed/Removed security door at airfield tower