248,649 Commits over 3,928 Days - 2.64cph!
created second wild west camera for orbitting rocks and set them to cloud layer. Added balls building and balls_anim to courtcontroller setting that hides them down court.
Deleting conditions
Fixing resharper
added Dylan's new sparks particles (new new particles). changed material on prefab rocks. Changed lighting. Added breaking rocks animations and drill spaceship flyby anims. Tweaked texture and material colours.
compound walls art work, incl. lods, gibs, collisions
DepositItem action will now use the DepositItemIntention data when running, if it's available. Otherwise it falls back to old ways...
Updated all Action constructors to accept Interaction.
Renamed IIntention interface to Intention.
Added DepositItemIntention.
Set up so that PlayerController can inject specific Intentions for SO subscriptions.
Renamed water reflections to water quality in F2 menu
Made clientside HoldType handling less hacky, hopefully more robust
First step towards the introduction of Intention.
Ripping out "Controller Interactions" related code, and all interactions generated at runtime by containers
Added AddInputToMachine Interaciton and DSE
Fixed a bug with calculating the percentage of how completed a building is (with respect to requirements). Related to issue #99681576
Minor foundation step terrain socket fix
Fixed that the SpawnHandler respawn coroutines could stop spawning when an exception was thrown
Removed rigidbodies from socket_handle and construct_vision (test)
TerrainCollisionTrigger ignores other triggers
Renamed and moved main game scene
Fixed not being able to craft some inventory items
Soliciting reviews in game is now against Steam's Rules
skin_head prefab wasn't referencing skin_head_fem prefab. Now is doing.
CraggyIsland layer updates
more bridge decal tweaks.
Don't check for construction in DeployVolume
pumpjack belt stops with animation
Fixed player server colliders
fireballs no longer block movement
wood jacket uses wood protection instead of wolf protection, derp
Delete rigidbody on sleepers
Added spawn.fill_populations and spawn.fill_groups admin commands
animals don't need to trigger anything
set max value in player script
Made damage collider a tiny bit bigger in barricades
Fix last concrete bullet impact sound having the tip of a metal impact in it
Fixed floorspikes, barricade damage triggers not being triggers
Re-added rigidbodies to players and animals - but marked as triggers
Radtown crates no longer spawn partially inside building floors
Tweaked initial delay in LocalClock
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fixed pumpjack giving ore instead of oil
fixed large furnace being able to be placed on foundations
large furnace slightly cheaper
I wonder what would happen if the player and animals didn't have rigid bodies
Tweaked wall deploy volume thickness
Fixed some deployables that should be placeable on foundations being unplaceable
Triggers created at runtime add themselves to TriggerManager for evaluation.
Tweaks
WIP Trigger/Condition refactor, effects not working currently but game still functions