127,160 Commits over 4,109 Days - 1.29cph!
additional sentry turrets in compound
ch47 no longer visits shitty monuments
NPC vending machine prefabs
Cleaned out old IsHostile function.
Increased stopping distance slightly for waypoint paths, to ensure Scientists don't get stuck while pathing.
Stationary scientists can return to spawn.
Tweaks to AI at Compound.
Unfreeze NPCs due to bad tweaks.
Stationary NPCs now actually return to their spawn post properly.
Couple of fixes
scene2prefab compound
Fixed mountable NRE when destroyed from moving into an invalid position
Merge from compound_monument
Bug fixes
Out of bound prevent movement volumes now work correctly
compound scene2prefab
Spawn underwater rock formations
AI improvements at Compound.
A couple more tweaks to AI.
Underwater vegetation tweaks
fixed scientist sentry guns being destroyable
fixed compound vending machines only selling tshirts after a load
added chill area to compound
added additional vending machine
flare cost reduced (less gp from recycle)
adjusting building supplies cost
Changed the way the crafting queue limit works (correctly handles half stacks in the queue etc)
More underwater rock formations / static driftwood / tweaked underwater create spawners around rock formations
extra sentry gun
chillzone updated
barbed wire update
plugins rebuild
building supplies vending machine updated
added lowgrade to resource VM
More efficient prevent movement volumes
Untagged pointlight on hobobarrel_AlwaysOn
Scene2Prefab compound
Compound chll area dressing / added overgrowth to empty areas
hostile warning when drawing weapons
added diving gear to square crates
updated scuba underwater crates with better loot
fixed items missing hostile score
Continuing to improve AI for Compound. Searching for lost targets and tightening up some lose ends.
Compound terrain blend map fix
Compound terrain blend map fix