197,322 Commits over 4,110 Days - 2.00cph!
wood/stone/metal tier atlas mask for damage + material tweaks
wip squad editor unit list refactoring so we can start to show career units
Subtracting AI behaviour
24668,
24684 (performance issues)
Fixed building ID regression on newly created buildings (changeset 24670)
Merged in from ai behaviour 3.
Some more scientist fixes.
UnitView looks for "_overlay" or "_damage" mesh instead of just damage
World stuff.
Less stamina used while running.
Bot damage working correctly
Fixed bot player not setting ServerPosition
Moved character collider + other stuff
Cohesion to component WIP
Facepunch.Steamworks meta files
Throw exception and fail the build when skinnable item name is incorrect
Fixed small build log typo
Fixed humans not animating
Gibbable.DoPrepare error message tweaks
Moved xmas event meta file
Deleted ocean clutter prefabs (unused)
Nuked Human and Animal entity types, merged everything into Unit/UnitView. Removed IUnit interface
Fixed layer on elevator volumes
Serializing ISerializables
Optimized elevator volumes (server perf)
top tier atlas mask for damage + material tweaks
Any entity can use sockets, not just building blocks (presumably breaking everything)
Fixed portraits not getting rendered after unit creation
Misc UI bits
twig tier atlas mask for damage + material tweaks
Another stab at scientists
Enabled base code generation
Increased offset for rollermine to prevent it from spawning below ground
Fixed deriving from DDragBase requiring to define OnModified
Fixed errors when calling Setup() without second argument on DProperty_Float and DProperty_Int
Git: Fixed the link on the version button in main menu.
Git: Updated TTT to the latest version
Career mode squads are now saved per-fixture into the career save, not over the regular map squad files.