116,111 Commits over 3,959 Days - 1.22cph!
More underwater rock formations / static driftwood / tweaked underwater create spawners around rock formations
Changed the way the crafting queue limit works (correctly handles half stacks in the queue etc)
adjusting building supplies cost
added chill area to compound
added additional vending machine
flare cost reduced (less gp from recycle)
fixed scientist sentry guns being destroyable
fixed compound vending machines only selling tshirts after a load
Underwater vegetation tweaks
A couple more tweaks to AI.
AI improvements at Compound.
Spawn underwater rock formations
Bug fixes
Out of bound prevent movement volumes now work correctly
compound scene2prefab
Merge from compound_monument
Fixed mountable NRE when destroyed from moving into an invalid position
Couple of fixes
scene2prefab compound
Tweaks to AI at Compound.
Unfreeze NPCs due to bad tweaks.
Stationary NPCs now actually return to their spawn post properly.
Stationary scientists can return to spawn.
Increased stopping distance slightly for waypoint paths, to ensure Scientists don't get stuck while pathing.
Cleaned out old IsHostile function.
NPC vending machine prefabs
ch47 no longer visits shitty monuments
additional sentry turrets in compound
NPC turrets clean up sleepers after 20 minutes
fixed NPC turret aim offset on sleepers
Switched out scientist type for compound spawners.
Scene2Prefab
Slight increase in scientist respawn times at Compound.
Work towards preventing Scientists from crouch walking like idiots.
NPC Vending machine tables
AI tweaks at Compound
Scene2Prefab
fixed underwater rock formation crate spawns
diving mask can be used with miner hat
fixed super bright white bubbles and plankton field when underwater
added missing phrases
updated diving tank icon
Fixed incorrect prefab references in the rock_dressing scene
Updated underwater rock formation prefab and scene
no throwing items while head is under water as they'd move at 1 foot/sec anyway
adjusted underwater view distances
Tweaks to peacekeeping AI.
More work on AI for Compound (seek cover, peacekeeping vs fleeing, etc).