111,291 Commits over 3,928 Days - 1.18cph!
Card reader bounds/collider deeper
Monuments reset procedure setup
T0 Monuments reset procedure setup
Updated barricades spawners
More lost target search improvements.
NPC orientation test.
fixed keycard colors
added keycard itempickups
added puzzle reset script
fuses spawn in boxes and can be recycled for 20 scrap
keycards spawn on desks
fixed being able to drink water from rivers forever to heal, maxes out at 50% now
Fixed indirect lighting sometimes broken on deferred mesh decals
More work on AI. Search improvements, less funky ducking, +++
various weapon material tweaks
Improved lost target searching.
Lots of small issue fixes.
Early exit from path vs euclidean distance test.
Longer despawn timer on gunpowder and sulfur
Removed weird "more gibs" game objects from bear and stag ragdolls (warning spam)
Added custom / community map support via URL
Network++
removed unuused card items
minor draw distance improvements
Reversed animal swimming (they still slow down in water).
Progress on improving Scientist searching for lost enemy targets.
Increased Scientist threat memory.
Improved Scientist AI for unseen threats.
Navigation waits for pending paths a bit better.
Updated names on scientist loadouts.
Improvements to target scoring momentum.
Improvements to animals in water.
Card readers glowing colors/intensity tweaks
Trainyard puzzle flow improvement
card reader color coordination
timer bugfixes
keycard implementation
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Fixed PropRenderer.CaptureScreenshot default light intensity scale correction
First pass on animals in water improvements.
Further steps toward not allowing movement while crouched for Scientists.
Second pass momentum scoring for AI targets.
Fixed issues with input slot selection on doors and timer switches
Check SocketMod_AreaCheck in GroundWatch / DestroyOnGroundMissing so partially floating objects are also destroyed
fixed prop_render scripts on remaining style prefabs
Final security door setup for Sewer Branch, Harbors, Sat Dish
scene2prefab