127,180 Commits over 4,109 Days - 1.29cph!
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
Increased AO sample count to Medium
added safe zone to compound
Revert event serialization in generic spawner.
More progress on interest points for patrolling scientists.
added single user option for deployables (safezone recyclers etc)
auto turrets only hit their desired target (anti grief)
players no longer block autoturret line of sight (anti grief)
compound interactables only one user
added wip hairstyle 06 and updated dyesets
added basic divesite
scuba gear spawns in tool crates
protocol++
block players inputting items into APC crate
Eoka desc update
Diving suit typo fix
Phrases
Merge from building_system_3.2
BBQ volume tweaks to prevent clipping through walls
Combat log is delayed by 10 seconds (combatlogdelay convar)
High external walls and gates decay much faster when placed outside of TC range
Fixed issue with vm rock idle popping
Don't strip child objects when tagged as "persist"
Fixed spinner wheel placement NRE (in editor?)
▊▉▍▄▇▍▋▍▉▅.▄▍▍▅▆▅▊▊, ▅▉▋▊█▄▅▇▉▋ ▊▍▋ ▉▅▌▊▅▉▇▋▄▋██▄▄▅▍ ▍▅▉ ▇▅█▇▌▄ ▄▍▌▍
Stationary scientists also have interest points to look at when idle.
Improved interest point usage when patrolling a route.
Updated Hapis spawns to include divesites
Made compound emergency stairs wide to prevent the player from getting stuck
First pass on cover points for Compound.
Added terrain margin meshes at the edge of the terrain mesh
Valid world bounds also check against terrain margin dimensions
Fixed possible monument prefab corruption when rebuilding manifest
Ignore nested entities (i.e. entities inside monument prefabs) when calling DoPrepare on prefabs
Added WaterCheck + WaterCheckGenerator
drowning damage increased
gasp sound when taking drown damage
updated divesite_a
Underwater rock formation test
divesites have a floating buoy marking their position