32,214 Commits over 4,018 Days - 0.33cph!
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.
Fixed bug in TryWakeUpDormantAgents introduced in yesterday's optimization.
Applied ally awareness again on Scientists.
▅█▆'█ ▆█▄▉ ▍▆▇▊ ▇▍▊▉ ▇▊▍▄ ▌▅▉▊ █▉ ▍▆▄▅ ▉▅▋▍▆█ ▌▆▍▋█▍ ▉▌▌▅▄ ▋█▆ ▅▅▌█▍▍▌ (▉▄▋▉▌▉▌▊).
First try at improving scientist awareness of shooting allies.
Slight improvement to Scientist voice com.
Optimized TryWakeUpDormantAgents
Even more on ducked behaviour for Scientists
More on ducked behaviour for Scientists.
Tweaks to retreat cover vs flanking cover for Scientists.
Scientists should not move when crouched.
fixed task list not displaying with certain resolutions
Scientists now move back to spawn if they've been out of range of it for a long enough time.
Scientist behaviour improvements
cleaned up flare folders.
Fixed shader compile error on metal (if vs. ifdef) in StandardLayers.cginc
Don't exclude metal from shaders (if used)
Analytics now tracks total memory usage rather than only managed memory
Improved Scientist gun reloading behaviour.
Monument Navmesh's bake layer in MT had reset. Put Transparent layer (fences) back on.