199,316 Commits over 4,140 Days - 2.01cph!
initial implementation of item keeping desire checking whether it's needed
Added rollover sounds to defalt UIButton, changed Audio DSP buffer size
People now seem to drop unwanted items
fixed some issues related to desire pooling
Rocket factory interior / walkway greyboxes
More phone implementation
Building upgrades can be flagged as enabled (or not)
Spawner fuckeries
Merging the latest in from Main
making sure build still builds
fixed purple textures on stone hatchet projectile
Testing a network simulator implementation. Some issues currently
Delayed receivers as well. This is still a super buggy in-progress thing - don't use this!
Fixed StateQueue GetUpTo code that got results backwards and didn't respect the maxToGet
Network Simulator is good now! Also merged a fix from Main.
simple scope balance + implementation
turtle update and removed the animal name from the animal interactions (they were all wrong so croc would say "skin bear")
fixed broken prefab 34, removed some roads to make the area smaller
Added pooling support to loot containers and collectables
another random sound fix attempt
turned off loads of shadows on road, lods, mm's
fixed start and mission points and distributed around city
Wooden Armour uses correct icon
Some shit special to finding the breeding-related animation bug.
Added BeforeItem shader with tinting, used by Consumable for cooked/rotten coloring
Remade a bunch of item views
TakeFromDispenser dispense over time mode
made the killfeed entries larger
removed raw meat skin interactions and setup correct number of meat chunks on croc
Merged Collaboration break bug to main
Added SetDestination.ClosestPointToUnit mode, using ClosestPointOnBounds
All collaboration related abiltiues use new ClosestPointToUnit navigation, requests also move to the target first to avoid people waiting around so much