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Worldmodels for all gems.
Rubies, emeralds, diamonds, sapphires; items, icons, loot tables.
fix ui anchor for resolution
update WIP squad editor UI rework
adding alpha raycaster plugin
adding ui button texture for alpha raycast
adding font material
Make testbox_hunting great again.
Added testbox game mode to test stuff without losing the game.
People should now actually pick up corpses and drop them by the fire.
Gems
Monument hud stuff
Sound stuff
Random tweaks
Human Defensive module only disabled if unit is selected and has a player target
Removed player commanded hunt desire creation ability because it sucks
Attacking now attacks the current combat target rather than setting it.
Human Defensive module won't run if there is a player commanded target.
Removed some rally related assets
Remove RallyGroup action (pending refactor of how we handle this kind of group based command)
Fixed AI module editor not allowing conditions of certain types to be added to the DSE
Generated names are now owned by EntityManager so that the pool of names is used for all humans, not just the player tribe.
laser resets to starting angle
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
triangle tweaks
powerup display
powerups bottom left
Fixed the broken tree stumps.
combat debug panel shows if target was player commanded
Jewellery for testing.
Manifest.
Random stuff.
merge from release to main
fixed issue with getting frozen while climbing
tweak background shader for screen ratio deformation
Don't work with imperfect position information for AI.
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Eliminated some GC from logging player deaths
Add BaseEntity.TickEnabled
Fixed party members not actually getting their combat targets set to the leader's one
UnitIsCollectionMember data fix
Skill definitions can specify attribute gain params in data
Added Role preferences to personality defs, which give different people randomised base weights for certain roles
Attributes have a calculated soft cap
Nixed a load of shitty placeholder beliefs and added some new personality types
Roles refactoring and cleanup
explosive pixels add force
maze form 1
asteroid part
plant top right
remove plant anchor pixel
player attack
Updated Facepunch.Parse and Facepunch.ExpressionStrings
Merge remote-tracking branch 'refs/remotes/origin/master' into switch
background color lerping
some pixel spawning changes
plant respawns when pixels cut off
circle shader options array
circle sprites can be larger dimensions
updated diamond shader
diamond spritesheet import settings
fire circle lethal
toggle fire on and off
top left plant
track inner wall
Updated define for other platforms
track boss laser
pixelsgroups can repel when they are destroyed
pxc can always ignore pixel connections
maze boss 0
ring shield
box stage
wind boss
wind bullet
asteroid stage
removed includes
fire enemies
fire enemy pixels damaged by fire
improved fire pixel damage
plant bot left
triangle boss
Merge remote-tracking branch 'refs/remotes/origin/master' into switch
Merge remote-tracking branch 'refs/remotes/origin/master' into switch
Non player pref saving