127,157 Commits over 4,109 Days - 1.29cph!
MT scene change (minor field setting in inspector for scientist waypoint groups relying on the ai location manager).
Added more outputs to Switches prefabs
Reduced width of NavMeshLink across security doors for better traversal.
LS progress backup - Logic for factory puzzle
Improve Scientist junkpile AI.
Set correct access levels on card readers for Powerplant, Trainyard, Airfield, MT, WTP
scene2prefab
Fixed weapon skins overriding clothing skins on viewmodels
First pass on target decision momentum.
Fixed not been able to loot downed players
Final security door setup for Sewer Branch, Harbors, Sat Dish
scene2prefab
fixed prop_render scripts on remaining style prefabs
Check SocketMod_AreaCheck in GroundWatch / DestroyOnGroundMissing so partially floating objects are also destroyed
Fixed issues with input slot selection on doors and timer switches
Second pass momentum scoring for AI targets.
Further steps toward not allowing movement while crouched for Scientists.
First pass on animals in water improvements.
Fixed PropRenderer.CaptureScreenshot default light intensity scale correction
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timer bugfixes
keycard implementation
card reader color coordination
Trainyard puzzle flow improvement
Card readers glowing colors/intensity tweaks
Improvements to animals in water.
Improvements to target scoring momentum.
Updated names on scientist loadouts.
Increased Scientist threat memory.
Improved Scientist AI for unseen threats.
Navigation waits for pending paths a bit better.
Progress on improving Scientist searching for lost enemy targets.
Reversed animal swimming (they still slow down in water).
minor draw distance improvements
removed unuused card items
Added custom / community map support via URL
Network++
Removed weird "more gibs" game objects from bear and stag ragdolls (warning spam)
Longer despawn timer on gunpowder and sulfur
Improved lost target searching.
Lots of small issue fixes.
Early exit from path vs euclidean distance test.
various weapon material tweaks