120,576 Commits over 4,018 Days - 1.25cph!
another Hapis startup error fix
Support multiple NPCs using the same waypoint set.
Removed the cabinet door from collision on fusebox and lever switch box for ease of movement
Fixed edge case browser opening while jumping
Options Menu max gibs 2000 because
10000 is a bad idea (can be set higher via console effects.maxgibs)
Network++
Merge from hapis_islands
bugfixes for door
removed debug.logs
updated puzzletest scene
kinetic wheel
blast door
fixed simple switch art
Swamp splat and heightmap update
Bandit town scene progress
Additional walkway variants
Additional swamp tree variants
Height fog
New wooden cabin variants
Updated DivingTank, DivingMask and DivingFins art
Terrain maps use flat arrays for faster native marshalling (+ easier transition to NativeArray in the future)
electrical_box_d_open prefab update
fixed pivots on electrical_box_d_open / oriented it toward Z
More work on navmesh links.
added fuse
updated fusebox
updated simpleswitch
missing files
open box variation for electrical_box_d with lever handle
More work on navmesh link improvements.
Improved flee behaviour and reload when idle for NPCs.
Improved navmesh link traversal.
pressbutton functionality
puzzletest scene
bugfixes and fusebox functionality
more io work
Improved return to spawn logic and tweaked related MT scientist stats.
Fixed bug in Scientist communication, which had them sometimes communicating with themselves.
Cleaned up target memory updating.
Made forgetting memories slightly more robust.
More robust setting of NPC destinations.
Improve weird NPC animal targeting.
More robust spawn position memory for NPCs.
Slightly more robust setting of NPC spawn location.
Added world model and entity ore prefabs
adding ore folders
moved ore model fbx, textures and material to weapons folder
Splat map is in native code
Work started on NPCs taking note of interesting throw objects, like flares.
Added waypoints to patrol routes at military tunnel.
Height, biome and topology maps are in native code