243,047 Commits over 3,898 Days - 2.60cph!
added exit button to map and squad editors
Enemy in-range indicators in movement mode, upgrade to 5.6
animals have proper corpse contents
added deer meat
use Entity.WaterDepth for ai queries
Cache waterfactor, waterdepth
Some invoke handler optimizations
Fixed spawn/spawnitem not working
Automated Windows Build #657
Automated Windows Build #656
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Automated Linux DS Build #656
Automated Linux Build #656
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Biter health 8->6, reduced front and side block
Reworked healer attempt #1
Big door interaction update. Let door hover show more info about the door, getting the state relative to the interactor from the server.
Doing a raycast insteadof raycastall on non-interactable layer interactables so they're blocked by intervening walls etc
Reduced cop and pedestrian vision distance from 75m to 50m
FOR FUCK SAKE ui
FOR FUCK SAKE shader
Added a short "Bought Item!" interact text when an NPC buys something, to prevent confusion with the immediate "Not Interested"
Added one lot of pistol ammo for the player in edit mode so reloading can be tested.
Fixed some null checking nonsense with Unity's null overriding and referencing a monobehaviour as an interface
added whats new splash image
placed 33 in correct place and hid alleyway buildings
Got rid of casting in LayoutLerp update (still shit)
Item tool/weapon/wearable flag NRE fixes
Cars still set a wanted state if you bail out before hitting someone.
unhid alleyway buildings on hex 17 and 8
Footwear specific footsteps
made lots of collision around ramps in alleyways and also fixed broken collision on ramp 2
added more mission points
fixed non-alleyway walls to be the same distance from road