30,493 Commits over 3,836 Days - 0.33cph!
Disabled water caustics shadowing (unity bug.. wait for upgrade)
scientists accuracy reduced
added final game tutorial for workbenches and research tables
added road tutorial
added gametips and menutips to phrases
frogboot buff my dudes
fixed bug causing IDLE ANIMATION TO PLAY DURING SAR ADS WTF BBQ FFS
netting costs 1 rope instead of 3
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
changed default server browser image
some quarry materials reflectivity adjustments
Changed the way upkeep payments are processed so the decay time on the cupboard is more accurate and more intuitive
Fixed door protection properties protecting against decay damage
Eye adaptation balance (toned down a notch)
workbench experiments can reveal ammo types
Fixed underwater scattering not matching below and above surface
Scientist cover point tweaks (Hapis)
Fixed concrete_tunnel_1 and 2 material metal/smooth values when texture is not used
Lightened diffuse textures on new trees / rebaked billboards
Arid Day LUT Polish (more neutral)
more Hapis clutter tweaks around cliffs, caves and sand dunes
Douglas Fir / Rebaked billboards
Douglas fir / tweaked colors / rebaked billboard
Added InventoryItem.PreventBreakingDown
global.cleanup doesn't exist anymore
Give out early access reward item
Optimized cover point reasoning.
Scientists disabled by default again.
Tweak to Scientist Death Comm.
Scientists enabled by default.
road/scrap tutorial completion
phrases
task list now displays a specific name for each tutorial section
added pickles with chance of botulism
fixed tree minigame hints not showing, maybe
Fixed missing mesh references in a couple of skinnables (meaning they couldn't be downloaded)
NRE check when preventing Scientists from hurting Scientists.
Bradley no longer target Scientists.
Scientists don't hurt each other.
Scientist voice com only limit replies when not in a squad.
Improved awareness of allies stepping into an npc's line of fire.
More optimization when trying to wake up dormant agents.