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Automated Windows Build #351
Automated Linux DS Build #351
Fixed some bad data in the Territory AI module
Effect Visual FX and Effect Emotes are singular
VisualFX uses AudioManager
VisualFX data doesn't require prefab with component, does all setup internally
Some AudioManager tweaks, added loop functionlity and on demand stop/return to pool
Prefab updates, removes VisualFX + AudioSource components
Data updates
order prefab move looping fix
BehaviourPlanSettings.PlayerCommandFX uses VisualFX
Various stuff. Proper hunger and nutrition.
game.LoadNextMap, game.SetTimeScale, game.SetSkillLevel, game.GetTimeScale, game.GetSkillLevel no longer crash when g_pGameRules = null
Automated Linux Build #352
Automated Windows Build #352
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Automated Linux DS Build #352
Most deployables now have a two day decay delay and a two day decay duration (from 1 + 2)
human anim controller data got lost somehow and updated mammoth and die anims
- Added DirectionalLight_Asteroid prefab to Factory1 scene
FOR FUCK SAKE base directional light
- Changed the way gates/doorways are handled to work with the new DunGen changes.
- All gates connected to a room should now correctly unlock when the room is cleared
- Added a clickable error log message when a room has doorways with gate prefabs not defined
Merge: queued rendering changes, mat_requires_rt_alloc_first, use of CLuaCallback, RopeManager shutdown changes, crouch-jump fix, Lua ConVar/ConCommand changes
Automated Windows Build #9
Desires moved from Agent to UnitComponents.
Automated Linux DS Build #9
- Added colored lines to scene view when in editor to show branch rooms and potential teleporter locations
Natural-Nutrition-WellFed fix
Ores fix (I think, this might cause issues?)
Flooding protection tweaks
EffectSettings.OnValidate
Desires added to UnitSettings, and default components list
UnitSettingsEditor Desires exposure