193,065 Commits over 4,049 Days - 1.99cph!
fixed underwater rock formation crate spawns
diving mask can be used with miner hat
fixed super bright white bubbles and plankton field when underwater
added missing phrases
updated diving tank icon
Fixed incorrect prefab references in the rock_dressing scene
Flatten tree view hierarchy until it gets felled (potential perf opt)
In editor, don't load the building definitions if we're starting on a game level, but the level doesn't have a LevelGenerator (i.e. somehting that'd need buildings to be loaded)
Knowledger overlay (V) sorts entities by distance, has higher refresh rate
Role assignment toggle fixes
Footsteps are quieter when crouching
Updated underwater rock formation prefab and scene
no throwing items while head is under water as they'd move at 1 foot/sec anyway
adjusted underwater view distances
Tweaks to peacekeeping AI.
More work on AI for Compound (seek cover, peacekeeping vs fleeing, etc).
dive site loot balance 1/2
compile fixes
additional divesites
More UI optimisation
Fixed role assignment UI
Aggro logic improvements for Scientists.
divesites have a floating buoy marking their position
Added OverrideEverything bool for GoalPlans to always interrupt the current GPV.
Targeting AI to high priority DM.
Underwater rock formation test
Reacting to unknown attacker set to always evaluate
Added AI for reacting to being hit from an unknown attacker.
Check for Can Use Combat Ability also checks for ammo now.
Fixed it being impossible to equip in slots other than RHand.
drowning damage increased
gasp sound when taking drown damage
updated divesite_a
Added WaterCheck + WaterCheckGenerator
Ignore nested entities (i.e. entities inside monument prefabs) when calling DoPrepare on prefabs
Converted game mode serialization
Fixed possible monument prefab corruption when rebuilding manifest
Added stuff to plugins project
silver and gold balancing tweaks from playthroughs
Removed some stuff from plugins.
Added terrain margin meshes at the edge of the terrain mesh
Valid world bounds also check against terrain margin dimensions
stopping buildings release server as we're only using debug atm
First pass on cover points for Compound.
Raid spawn points on island 1
Flagged collaborations module to always evaluate
Made compound emergency stairs wide to prevent the player from getting stuck
More UI caching improvements
Updated Hapis spawns to include divesites
Made UIWidget cache components after init instead of awake. This fixes widgets not caching child element components that are created during init
Added AIModule flag "Always Evaluate" that defaults to false. By default Agent will not score modules while a behaviour is active on the parent slot, unless this flag is set