127,157 Commits over 4,109 Days - 1.29cph!
Fix for missing component on chicken prefab error spam
updated puzzletest scene
added OR switch
added temp cardreader
progress backup puzzle logic implementation
Savas offshore junpiles and dive sites
progress backup puzzle logic powerplant
progress backup puzzle logic airfield
progress backup puzzle logic trainyard
progress backup puzzle logic WTP
progress backup puzzle logic MT
progress backup puzzle logic LS
Work on security door logic wrt NPCs.
Added NavMesh Link logic to Door and the trigger box used by NPCs.
added AND circuit
added splitter
code cleanup
splitter fixes
missing files
timer bugfix
pressbutton now saves press length
compile fixes for #if SERVER
Bandit town scene progress
Added sandbag/metal sheet cover checkpoints near entrances to the town
Added hanging lanters to illuminate the area at night
Optimized fog particles
Added forest topology around the swamp
Various other additions
More work on Doors and NavMeshLink.
Tweaks to scientist spawners at Lab.
Powerplant, WTP, Trainyard logic pass
Improved respawn handling of Scientist Spawner.
Tweaked respawn rates for lab scientist spawners.
Powerplant, WTP, Airfield progress backup
Cleaned up obsolete scuba files
Fixed a stray chase target behaviour in AI.
Improved AI cover finding.
Improved AI reasoning about movement tactics at medium range.
Improvements to emitting of gun noise.
Terrain data transfer (monuments and mountains) is done in native code
TextureData constructor handles null
MT full puzzle logic pass
Gracefully deal with IOR.
Potential fix for HttpImage crash in main menu
fixed broken prop_renderer script on hairstyles
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Security doors prefabs are 'isSecurityDoor' enabled
Adding scientists spawners specific to the lab
LS progress backup - Logic for jumping puzzle
Minor tweaks to Scientist Spawner.