192,957 Commits over 4,049 Days - 1.99cph!
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
IsPlayerControlled condition and added this condition to the target filter for attacking player units.
Hostility check now checks if the other unit is attacking a member of our group
Stationary scientists also have interest points to look at when idle.
Improved interest point usage when patrolling a route.
wip rework of the my next match panel for post match stage
More EntityManager tick cleanup, budget config etc
Added RaidSpawnPoint component for animal raids to use instead of random flakeyness
More lenient facing target condition