115,318 Commits over 3,959 Days - 1.21cph!
Fixed editor-only compile error
Update ambient occlusion effect to AO2/GTAO
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.
Fixed shared targets via scientist comm not considering hostility.
Increased radio comm timers for compound scientists.
added compound rules sign files
compound scene2prefab
Added detail layer to hoodie material
Added UV2 for detail layer to hoodie
Added knitted fabric detail textures
Update hostile time markings if a scientist catch you with your gun out.
Improved hostility detection based on hostility, defensiveness and hostile mark aggression.
Improved hostility handling in Scientists.
Turned shadows off for all viewmodel clothing
Removed leftover support sockets from roof
big bag o fixes of the morning
restricted access to roofs, only scientists there
signs improved
fixed fucked up material links on awnings
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.
Minor Savas fixes
Fixed some broken Hapis map sounds
closed off railroad gate
placed always on hobobarrel + extra spot on platform
replaced temporary stairs to tower with final prefab
scene2prefab compound
SavasIsland offshore tweaks
cherrypicking garage doors from puzzles
Added wetsuit viewmodel
Inflated all viewmodels to work over the default arms and fit together nicely (glove/jacket combinations)
added always on hobo barrel
fixed audio on awnings
updated all awning prefabs
fixed awning NRE
removed groundwatch from scientist sentry
Tower scaffolding mesh/lod/prefabs
NPC vending machine tweaks
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)
Workaround for using half height floors as shelves behind doors / wall frames
Rusty texture variant for compound scaffoldings
replaced emergency stairs with final prefabs
scene2prefab compound
Compound emergency stairs meshes/coliders/prefabs
compound shops and stations decals
scene2prefab compound
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loading platforms final models/prefabs
bag o changes
scene2prefab compound
Fixed client / server time offset being wrong when the client has been running longer than the server (regression from 26545)
Better wall stacking prevention via new building proximity component (reduced false positives and false negatives)
Improved hostility checks for Scientists.
static small water catcher and t2 bench
Moved viewmodel clothing meshes from prefabs/arms to their respective clothing folders.
NPC turrets ignore NPCs when targeting.
Compound walls / added additional LOD level
compound terrain blend map tweak
big bag o changes
scene2prefab compound
Added scientist spawns and patrol prefab to level
Navmesh setup
Scene2Prefab compound
replaced vending machines to NPC vending machines in level
scene2prefab
compound vending machine baseline