224,112 Commits over 3,684 Days - 2.53cph!
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Removed conversation callback debug log
Default to ultra... again
Fixed load game UI not display
More consistent AI debug checks
Cleaned up and optimized usage of "reason" messaging back to the Best Module End AI Debugger log.
Area mask for interior to ensure wolves don't spawn inside walls, NOT YET WORKING!
fixed bullet facing direction for non-angled bullets
Reading changeset info from the buildinfo file. Uses BuildInfo.cs from the Facepunch plugins repo.
Switching the buildinfo file location back
Temp trying something... Moving jenkins build info file
Fix that didn't make it in.
Cherry-pick merge of world time changes into Main
Fixed skin tones too dark compared to previous + tweaked spec maps for reduced saturation
OnServerInitialized call is back.
bullets lerp rotation properly, diamonds check collision based on angle
Fingers crossed this should fix the build
Some improvements to StreetLights and WorldTimeManager. Time variation works now. Events can be scheduled from non-MonoBehaviours. Street lights don't check every frame.
Fixed debug selection not working in editor
Fixed enemy overlay not updating when selection changes
Fixed enemy overlay icons appearing above dead people
AttackUnit doesnt need success in state
created trim_diorama scene and populated with buildings
Added Utils.DynamicEaseTo for quaternions
Single player spawns one mission
Fixed Dead people being selectable
Added Enemy overlay UI
Fixed changelist not using projectid
* Allow loading of BSPVERSION 21
Going to move some stuff into a mission manager
Nerfed stone and wood clubs a bit
UI tweaks
Game mode tweaks
Add portable PDB support, needs detection though
Hacky "let wolves not spawn inside the wall of small cave" fix.
When all members of a group is dead, disband/destroy the group.
UI positional code supports both render modes for testing
space wall tiling texture fix