254,393 Commits over 3,990 Days - 2.66cph!
changed this to look for animoverridecontrollers as well as animcontrollers for the building construction
Unit view prefab NMA/collider sizes
Automated Windows Build #333
Automated Linux DS Build #332
collision on fire unified building rock style correct building animator assignment
combat_test cliffs and navmesh bake
Adjusted default AntiHack parameters
Added a cliff to smartobject_test, rebaked navmesh
Fixed cliff prefabs
Moved some prefabs out of Resources
Sesnes layermask + raycast changed to ignore Units, only check for blocking layers
AntiHack keeps track of kicks and bans
Automated Windows Build #332
Defending others now works.
Automated Linux Build #332
* Added Player.AccountID
* Merged animstate(pose parameters for players) stuff from upstream
Seperated pistol and rifle ammo. Added a loader module.
Made Health Inverse be a bonus consideration when picking a unit to defend.
Initial commit of audio source files
Senses layer defaulted to old value, saved data
Added percieved units to knowledge dropdown in debug tools
UnitSettingsEditor NRE fix
Unit anim state event setup
Renamed UnitResource -> ResourceCreator
Fixed view creation overriding convex collider flag, moved force all to convex bit to ItemSettingsEditor prefab update process hook
updated buildings to new spec, moved to new folder and renamed to be somewhat consistant with each other
Added material to testmap.
Fixed HumanView+IK NRE
Fixed UnitView.Unit NRE
Begone silly events
Player Model is now a prefab.
Prevent movement layer is included in AntiHack checks
Added InteractionPosition data warning to Building editor
Added Selector prefix label to DecisionLog
Building prefab collider tweaks
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baseline for water purifier/desalinator
fx_click_dirt and some stuff
instahit fix
can no longer codelock fish traps ( wow )
Automated Linux DS Build #331