33,316 Commits over 4,109 Days - 0.34cph!
Update ambient occlusion effect to AO2/GTAO
Fixed editor-only compile error
Increased AO sample count to Medium
added basic divesite
scuba gear spawns in tool crates
protocol++
block players inputting items into APC crate
Eoka desc update
Diving suit typo fix
Phrases
BBQ volume tweaks to prevent clipping through walls
Combat log is delayed by 10 seconds (combatlogdelay convar)
High external walls and gates decay much faster when placed outside of TC range
Fixed issue with vm rock idle popping
Don't strip child objects when tagged as "persist"
Fixed spinner wheel placement NRE (in editor?)
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Updated Hapis spawns to include divesites
Added terrain margin meshes at the edge of the terrain mesh
Valid world bounds also check against terrain margin dimensions
Added WaterCheck + WaterCheckGenerator
Underwater rock formation test
divesites have a floating buoy marking their position
compile fixes
additional divesites
dive site loot balance 1/2
no throwing items while head is under water as they'd move at 1 foot/sec anyway
adjusted underwater view distances
Updated underwater rock formation prefab and scene
Fixed incorrect prefab references in the rock_dressing scene
fixed super bright white bubbles and plankton field when underwater
added missing phrases
updated diving tank icon
diving mask can be used with miner hat
fixed underwater rock formation crate spawns
Fixed mountable NRE when destroyed from moving into an invalid position
Changed the way the crafting queue limit works (correctly handles half stacks in the queue etc)
AI tweaks (LOS tweaks and AI behaviour tweaks).
Include terrain in BaseEntity.IsVisible
removed buzzing sound and smoke from light fixtures 'on' prefabs
Fixed error as warning msg.
Socket_Base shit is done in DoPrepare instead of OnValidate
Fixed monument navmesh on Compound
Update Compound scene with new monument navmesh settings.
Geiger Counter optimization
hair fuzz and material changes from hair_caps
Tweaked last known position movement AI.
Another monument navmesh tweak at Compound (last one)
Updated monument navmesh in Compound scnene (no scene2prefab).