111,286 Commits over 3,928 Days - 1.18cph!
Tweaks to AI at Compound.
Unfreeze NPCs due to bad tweaks.
Stationary NPCs now actually return to their spawn post properly.
Stationary scientists can return to spawn.
Increased stopping distance slightly for waypoint paths, to ensure Scientists don't get stuck while pathing.
Cleaned out old IsHostile function.
NPC vending machine prefabs
ch47 no longer visits shitty monuments
additional sentry turrets in compound
NPC turrets clean up sleepers after 20 minutes
fixed NPC turret aim offset on sleepers
Switched out scientist type for compound spawners.
Scene2Prefab
Slight increase in scientist respawn times at Compound.
Work towards preventing Scientists from crouch walking like idiots.
NPC Vending machine tables
AI tweaks at Compound
Scene2Prefab
fixed underwater rock formation crate spawns
diving mask can be used with miner hat
fixed super bright white bubbles and plankton field when underwater
added missing phrases
updated diving tank icon
Fixed incorrect prefab references in the rock_dressing scene
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
Aggro logic improvements for Scientists.
divesites have a floating buoy marking their position
Underwater rock formation test
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
Fixed possible monument prefab corruption when rebuilding manifest
Added terrain margin meshes at the edge of the terrain mesh
Valid world bounds also check against terrain margin dimensions
First pass on cover points for Compound.
Made compound emergency stairs wide to prevent the player from getting stuck
Updated Hapis spawns to include divesites
Stationary scientists also have interest points to look at when idle.
Improved interest point usage when patrolling a route.
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Don't strip child objects when tagged as "persist"
Fixed spinner wheel placement NRE (in editor?)
Fixed issue with vm rock idle popping
High external walls and gates decay much faster when placed outside of TC range
Combat log is delayed by 10 seconds (combatlogdelay convar)
BBQ volume tweaks to prevent clipping through walls