127,271 Commits over 4,109 Days - 1.29cph!
compound vending machine baseline
replaced vending machines to NPC vending machines in level
scene2prefab
Added scientist spawns and patrol prefab to level
Navmesh setup
Scene2Prefab compound
big bag o changes
scene2prefab compound
compound terrain blend map tweak
Compound walls / added additional LOD level
NPC turrets ignore NPCs when targeting.
Moved viewmodel clothing meshes from prefabs/arms to their respective clothing folders.
static small water catcher and t2 bench
Improved hostility checks for Scientists.
Better wall stacking prevention via new building proximity component (reduced false positives and false negatives)
Fixed client / server time offset being wrong when the client has been running longer than the server (regression from 26545)
loading platforms final models/prefabs
bag o changes
scene2prefab compound
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compound shops and stations decals
scene2prefab compound
Compound emergency stairs meshes/coliders/prefabs
replaced emergency stairs with final prefabs
scene2prefab compound
Rusty texture variant for compound scaffoldings
Workaround for using half height floors as shelves behind doors / wall frames
Improved water shader and materials to replicate IOR closer to water
Added underwater reflection and proper IOR-based fresnel
Added control parameters for near wave normal and displacement scale
Fixed regression in caustics when underwater (needs proper water volume)
NPC vending machine tweaks
Tower scaffolding mesh/lod/prefabs
updated all awning prefabs
fixed awning NRE
removed groundwatch from scientist sentry
added always on hobo barrel
fixed audio on awnings
Added wetsuit viewmodel
Inflated all viewmodels to work over the default arms and fit together nicely (glove/jacket combinations)
cherrypicking garage doors from puzzles
SavasIsland offshore tweaks
closed off railroad gate
placed always on hobobarrel + extra spot on platform
replaced temporary stairs to tower with final prefab
scene2prefab compound
Minor Savas fixes
Fixed some broken Hapis map sounds
Scientists that spawn as non-hostile will now assume a relaxed pose upon spawn.
Scientists following waypoint paths will now pause at the correct points of the patrol route.
big bag o fixes of the morning
restricted access to roofs, only scientists there
signs improved
fixed fucked up material links on awnings
Removed leftover support sockets from roof
Turned shadows off for all viewmodel clothing
Improved hostility handling in Scientists.
Update hostile time markings if a scientist catch you with your gun out.
Improved hostility detection based on hostility, defensiveness and hostile mark aggression.
Added detail layer to hoodie material
Added UV2 for detail layer to hoodie
Added knitted fabric detail textures
added compound rules sign files
compound scene2prefab
Fixed shared targets via scientist comm not considering hostility.
Increased radio comm timers for compound scientists.
Started working on look at points for scientists.
Add a graphical gizmo (thanks Bill Lowe) to scientist spawn point, so that it is easier to set up the orientation of the spawn point.
Update ambient occlusion effect to AO2/GTAO
Fixed editor-only compile error