33,200 Commits over 4,109 Days - 0.34cph!
Updated EAC hashtool to latest version
LineRendererActivate is IClientComponent
Monument Navmesh's bake layer in MT had reset. Put Transparent layer (fences) back on.
Improved Scientist gun reloading behaviour.
Analytics now tracks total memory usage rather than only managed memory
Don't exclude metal from shaders (if used)
Fixed shader compile error on metal (if vs. ifdef) in StandardLayers.cginc
cleaned up flare folders.
Scientist behaviour improvements
Scientists now move back to spawn if they've been out of range of it for a long enough time.
fixed task list not displaying with certain resolutions
Scientists should not move when crouched.
Tweaks to retreat cover vs flanking cover for Scientists.
More on ducked behaviour for Scientists.
Even more on ducked behaviour for Scientists
Optimized TryWakeUpDormantAgents
Slight improvement to Scientist voice com.
First try at improving scientist awareness of shooting allies.
▅█▆'█ ▆█▄▉ ▍▆▇▊ ▇▍▊▉ ▇▊▍▄ ▌▅▉▊ █▉ ▍▆▄▅ ▉▅▋▍▆█ ▌▆▍▋█▍ ▉▌▌▅▄ ▋█▆ ▅▅▌█▍▍▌ (▉▄▋▉▌▉▌▊).
Fixed bug in TryWakeUpDormantAgents introduced in yesterday's optimization.
Applied ally awareness again on Scientists.
Improved awareness of allies stepping into an npc's line of fire.
More optimization when trying to wake up dormant agents.
Scientist voice com only limit replies when not in a squad.
Scientists don't hurt each other.
NRE check when preventing Scientists from hurting Scientists.
Bradley no longer target Scientists.
Fixed missing mesh references in a couple of skinnables (meaning they couldn't be downloaded)
added pickles with chance of botulism
fixed tree minigame hints not showing, maybe
task list now displays a specific name for each tutorial section
road/scrap tutorial completion
phrases
Tweak to Scientist Death Comm.
Scientists enabled by default.
Optimized cover point reasoning.
Scientists disabled by default again.
Give out early access reward item
global.cleanup doesn't exist anymore