224,153 Commits over 3,684 Days - 2.54cph!
Fix for sometimes not switching to controller input mode
Stat importer now accounts for people who like in Europistan
Added deadzones for options navigation
Warmth need now uses body temperature.
Added definitions for min and max temperature.
StatsImporter uses float.TryParse and logs errors warnings when we fail
Added EvaluationTargets.BlackboardEntity, refactored DecisionContext.GetEntity to support reading target from a blackboard
WarmupTime, WithFixedUpdate
Align, Sort
Removed some unused code
Shader organise
Right click on an item in inventory will now try to use the item (via primary option in ItemModMenuOption) if wearing the item fails.
Switched build settings
Network++
City collision fixes
update wip shooter animation/ controller
Added BaseWorldEntity.GetFaceMaterial (only works on static mesh and brush models atm)
Possible race condition fix
Added small collision piece for end of ramps
Automatically delete expired particle systems
temp effect while having powerup shield
improved powerup bullet and tentacle bullets
falling rain attack
swarm attack
fixed bug with adding prereqs
improved slowmo when getting hit or getting powerup
Add morph targets to skeletal import data
Allow base materials to be used on meshes that use morph targets
Better hover outline on slots.
Still working on sell zone stuff
pixelgroups drop powerups
couple sfx
tentacle anims
replaced tooltip positioning and offset with proper rect transform method
tooltips show on hover
fixed bad validate in ProtectionValue
Added drug zone area texture
baked height map for nospawns.
added Body Temperature stat which ticks up and down based on Temperature.
Entity log auto scroll, tweaks
moved activity widget to right middle of screen
merge menu scene with main scene
added entity log window, all entity logs stored in list at runtime
updating mortar anim/ anim controller/prefab
removed cave on nospawns because it's annoying
reverse accel
Merge branch 'master' into staging
reworking powerups
disperse powerups
Merge branch 'master' into staging
just a single player damage powerup type
shooting powered visuals
tweaked player properties
follow player strength & radius
pixelgroups can have death powerups
player laser turret
fixed unit respawning timer bug
menu default stage
Merge branch 'master' into staging
removed some debug lines
Fix some ambiguous std::min calls in macOS builds
more spawning on nospawns
Fixed pine tree not having positions for its interactions