225,650 Commits over 3,714 Days - 2.53cph!
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TriggerPromoDrop, TriggerItemDrop, GrantAllPromoItems
Added InventoryItem.PreventBreakingDown
more ui stuff, hooked up results panel team name buttons
Tundra and arctic LUT white point
Deleted some old unused tree assets
Replaced remaining old trees with new ones
Adjusted douglas fir material to prevent excessive darkening
global.cleanup doesn't exist anymore
Give out early access reward item
Optimized cover point reasoning.
Scientists disabled by default again.
creepy sound effect when fuse enemies get enraged
solved a timer bug
Hapis clutter tweaks around some cliffs, caves and sand dunes
Vagabond jacket skinnable (?)
Tree quality correctly applies to the new trees
Forest size tweaks
Reject rivers start start too close to sea level
This meta file is no longer needed
restored opportunity panel prefab on root UI object
TTT: use ply:GetMaxHealth() for health bar (#1456)
Tweak to Scientist Death Comm.
Scientists enabled by default.
Increased belt size to 12 (to cater for the primary/offhand slots)
Added an ItemContainerSource for the primary/offhand equipment slots (points to belt)
Fixed requiredEquipmentSlotType on DropMe not working for non-wearables
Dumb thing where players spawn bullets. Just learning + testing
Longer duration to first raid
Added raid module to rats
Raiding animals can no longer flee
Can no longer disband raids (they either wipe out the tribe or get wiped out)
Fixed tangent import settings on pine_c.fbx and pine_d.fbx
Rebaked current imposters
Update bindinggen, bind voice encode/decode
Avoid overwriting existing imposter material properties, except baked maps