225,850 Commits over 3,714 Days - 2.53cph!
WorldTime boostrap, Item network message handlers.
Fixed possible assert in FChunkColumn::GetOrAddChunk
Tweaks to sun and moon highlights to preserve range and size
player gun shoots diff types of bullets
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
player_guns disabledshooting property
player default gun can request diff bullet
Mitigated water shore flickering when temporal-aa is enabled
Fixed warnings
Switching to traditional levels
Level fix ups, intro points
Entrypoints fix
loading transition
Touched water background shader (caustics)
Registering message handlers
CreatePhysCollideBox, PhysCollide:TraceBox
Removed sun and moon from global reflection probe
Added analytical sun and moon approximation to water reflections
Scientists now have an alertness level.
Player movement, body state, distance and active light source affect how easily Scientists detect players.
Scientist alertness level affect how easily they detect players.
Removed NetworkMessage, Converted all old NetworkMessages to new format.
Removed MaterialTypeDefinition
removed MachineProcessActionDesire
Apply a penalty to woodcutter and stonecutter roles if the unit is lacking the equipment for the role.
modal container back button works
Fixed another weird menu navigation case
replaced unit portrait background with grey color
fixed frog boots clipping with pants
Disabled LOD upscaling on lots of clutter (less popping)
player muzzle flash offset
muzzle flash color
fixed unnecessary bullet imports and allocations
bullet/patterns forgotten when stage restarted
bullet pattern caches effect
Cleared map cache
Network++
Ported NetworkUser, SpectatorPlayer, and the connect command in the console.
Add animation importer looped configuration
Fix audio crash. Fix viewmodels incorrect rotation.
fire arrow costs less cloth
Fix entity interpolation snapping on first spawn when using pivot
Reworked raid interaction system, units can now keep performing appropriate interactions once they are in the camp (they'll keep eating your stuff if you don't fight them)
Can now specify a min/max number of units to spawn per unit type
Fix entity replication and interpolation
Reimplemented some interaction target raid logic, raids can now look for things to eat and go and eat them
Added rats to the raid list, rats can go into camp and eat your food
Reapply ambience streaming change without stray waterwell files