119,256 Commits over 4,018 Days - 1.24cph!
619 fbx meta file auto updates
PresetManager, whatever that is
Tweaks to creepy look at behaviour in Scientists at Compound.
Stationary scientists at Compound looks at players if they get close enough.
merge from hair_caps (added morphs to facial hair 04, tweaked dyesets and materials, added more fuzz to look fuller)
Updated monument navmesh in Compound scnene (no scene2prefab).
Another monument navmesh tweak at Compound (last one)
Tweaked last known position movement AI.
hair fuzz and material changes from hair_caps
temp removed style 06 from hairsets, tweaked hair materials further to look less flat, added some more fuzz to hair_strands_diffuse texture to make hair look fuller
Geiger Counter optimization
Update Compound scene with new monument navmesh settings.
Fixed monument navmesh on Compound
Socket_Base shit is done in DoPrepare instead of OnValidate
Fixed error as warning msg.
removed buzzing sound and smoke from light fixtures 'on' prefabs
Include terrain in BaseEntity.IsVisible
AI tweaks (LOS tweaks and AI behaviour tweaks).
Final scientist sentry files
Updated sentry static NPC prefab
Compound terrain blend map fix
Compound terrain blend map fix
Continuing to improve AI for Compound. Searching for lost targets and tightening up some lose ends.
fixed items missing hostile score
added diving gear to square crates
updated scuba underwater crates with better loot
hostile warning when drawing weapons
Compound chll area dressing / added overgrowth to empty areas
More efficient prevent movement volumes
Untagged pointlight on hobobarrel_AlwaysOn
Scene2Prefab compound
extra sentry gun
chillzone updated
barbed wire update
plugins rebuild
building supplies vending machine updated
added lowgrade to resource VM
More underwater rock formations / static driftwood / tweaked underwater create spawners around rock formations