115,070 Commits over 3,959 Days - 1.21cph!
Chase and combat state improvements.
Bypass tunnel progress backup
Default usecalculatepath to true
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updated human AI designs with extra combat->cover transition
merge from animaltweaks. Distance changes.
Updated mipbias for terrain textures
Don't allow updating settings too often.
Looking at updating postprocessing package
Removed a bunch of unnecessary scripts from microphonestand.deployed.static - fixes cargoship PA breaking
Underwater lab moonpool ladder socket fix
Underwater lab prefab setup: tube, leg and end pieces
Underwater lab test scene updates
Underwater lab procedural generation progress
Editor-only convars for dev. WoundedFreeCamera and WoundedNeverEnds. Also in the Rust Editor window.
Underwater lab conditionals prefab tweaks
Fixed WaterOverlay NRE on maps without water
merge from /voiceprops/dlc
Change crawl speed to 0.6m/s to correctly match the animation speed
Fixed cliff_medium_sloped_R broken mesh in cave_small_medium scene
Underwater lab conditionals prefab updates
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Recover chance difference for crawling vs. incapacitated. Added convars for each.
Reset wounded timer if player goes from crawling to incapacitated. Some refactoring.
Set speed thresholds in the crawling blendtree to 0.5 instead of 1.0, since we only crawl at 0.75 (currently)
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Animation: Give look look direction a 0 weight while crawling.
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Underwater lab autospawn prefabs
Unterwater lab prefab updates (socket adjustments)
Underwater lab test scene
Underwater lab generation baseline / proof of concept
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merge from train_tunnels_new_content