193,082 Commits over 4,049 Days - 1.99cph!
Automated Windows Build #656
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Automated Linux DS Build #656
Automated Linux Build #656
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Biter health 8->6, reduced front and side block
Reworked healer attempt #1
Big door interaction update. Let door hover show more info about the door, getting the state relative to the interactor from the server.
Doing a raycast insteadof raycastall on non-interactable layer interactables so they're blocked by intervening walls etc
Reduced cop and pedestrian vision distance from 75m to 50m
FOR FUCK SAKE ui
FOR FUCK SAKE shader
Added a short "Bought Item!" interact text when an NPC buys something, to prevent confusion with the immediate "Not Interested"
Added one lot of pistol ammo for the player in edit mode so reloading can be tested.
Fixed some null checking nonsense with Unity's null overriding and referencing a monobehaviour as an interface
added whats new splash image
placed 33 in correct place and hid alleyway buildings
Got rid of casting in LayoutLerp update (still shit)
Item tool/weapon/wearable flag NRE fixes
Cars still set a wanted state if you bail out before hitting someone.
unhid alleyway buildings on hex 17 and 8
Footwear specific footsteps
made lots of collision around ramps in alleyways and also fixed broken collision on ramp 2
added more mission points
fixed non-alleyway walls to be the same distance from road
FOR FUCK SAKE unit mini frame
FOR FUCK SAKE sahder
codegen + manifest ( fixes spotlights )
Tile fall is now every 4 rounds, starting at round 8
Tool to ItemComponent, added durability data
FOR FUCK SAKE fix tile highlight stuff
Left clicking any tile now "cancels" (enters unit selection mode)
Wearable and Weapon to ItemComponents
FOR FUCK SAKE more shader conversion
FOR FUCK SAKE tile texture stuff to remove soeme crappy compression
Can now leave a mission before it starts
MachineProcess start/stop cleanup