193,508 Commits over 4,079 Days - 1.98cph!
green crates spawn workbench tier items slightly more often
metal shopfront much cheaper + default bp
vending machine much cheaper + default bp
protocol++
Fixed tier3 workbench materials
Changed world-model player self-shadows to stop casting on viewmodels
Added custom shadow casting to core shader set
searched items show lock icon
'new' notification has own alpha group
LR300/M92 uncraftable
pickaxe research cost reduced
research table cost drastically reduced (oops)
fix for squad editor unit hover panel
* Implemented DTree:Clear()
* Added DTree_Node:Clear()
* Added DPropertySheet:OnActiveTabChanged( old, new )
* Better error checking for DPropertySheet
best module logs now show in the AI debugger again
Biome editor weather listing improvements; add/delete buttons etc
Servers can call the sv console command on clients (mods)
Can send optional entity ID with Signage.ReceiveTexture (mods)
unit panels listen for game end event, hide on trigger
ignoring held items in filtering also ignores worn items now
Fixed usable unit tile highlights not showing
new unit panel health bar UI now works
Simple Handmade Sight researchable
Autoturret now researchable
Fixed default interaction on berry bushes
Min and Max Temperature are now driven by the weather wrapper in each season.
Scene work.
Scene cleanup.
Driftwood yield makes more sense.
Ice lake topology map fixes / fixed positions on clutter floating above the ground
added category headers to unit info panel inspector
hooked up health bars (not coded yet)
swapped unit panel health and damage fill names around
added a small punch scale to selected unit panel
clothes have much better insulation stats now
renamed tutu to tunic
Fixed season temperature curve not saving, adjusted curves
wip new unit card ui code
Biome seasonal data sorts weather types by weight
Fixed checksum being unset when world cache is disabled (editor)
Tweaked human temperature tolerance.
Body temperature will now tick much slower.
Season TemperatureOverDay curve is normalized in editor
Fixed object motion blur ignoring transparent cutouts
unit panels now react to change of selected unit
right panel is now always hovered unit, left panel selected unit
DSE.DebugConditionResult tweaks
Double armoured door research scrap cost is now the same as single
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)
Subtracting BoneFollower removal again because fuck me
heavy plate helmet, heavy plate jacket, heavy plate pants, bandana, baseball cap, beenie hat, boots, candle hat, incendiary pistol bullet, shotgun trap, flame turret, metal shop front and small water catcher can now be researched
Removed need to be wet when trying to drink from bodies of water (was only testing on server, clients had it commented out -> weird behaviour)
Removed weird duplicate raycasts from water drinking tests (now raycasting only in GetWaterDrinkingPoint)
A NavMesh Grid Cell will now reuse terrain mesh data for all agent layers properly.
drop box, fridge, locker, mail box, chair, small planter box, table, vending machine, rug, rug bear skin and search light can now be researched.