194,005 Commits over 4,079 Days - 1.98cph!
item serialization updated
WIP fix for the disappearing corpse bug.
some quarry materials reflectivity adjustments
Changed the way upkeep payments are processed so the decay time on the cupboard is more accurate and more intuitive
Fixed door protection properties protecting against decay damage
NPC speed now tweakable via convar.
Eye adaptation balance (toned down a notch)
Backup in case this breaks the model.
Toadlok ragdolls.
LOD mesh tweaks.
workbench experiments can reveal ammo types
Fixed underwater scattering not matching below and above surface
LOD meshes & setup for the cave dwellers.
More progress
Fixed building editor not display all views in dropdown selection
Added some files that didn't get checked in properly
remove ai_weapon txt files
remove ai weapons
aliases for old ai weapons
don't respawn all weapons on pickup
Scientist cover point tweaks (Hapis)
palisade pivot point change
stunstick only renders effects when enabled
stunstick uses correct attachments for lightning arcs
prediction on stunstick deploy/holster sound
removed Adolfo, Adolph from name list
unit detail view can now handle a collection of units, cycle through.
team and market lists pass the collect unit collections, as well as the clicked unit to view initially
Fixed concrete_tunnel_1 and 2 material metal/smooth values when texture is not used
These anims should loop.
Path fix.
Set up the new cave dwellers.
Manifest.
Fixed the VKnight primary body error.
refactored team and unit clicked events to be calls to UICareerRoot show team/unit.
more collection view prep.
Building prefab importer gives any ground objects a mesh collider as well as setting the appropriate layer
Ditched ViewFill component, rewrote wall placement in PlayerBuildingPlacement
Added building socket system for better wall placement
Version++
Lightened diffuse textures on new trees / rebaked billboards