5,225 Commits over 2,070 Days - 0.11cph!
Extra debug drawing.
Convars.
Apply a test change from earlier
Applied some shelved changes
Remove dig as a menu option.
Override Hurt to dig.
Adjustable dig distance.
Temp flag model changes.
Dig mechanic changes.
Build fix for teleport commands
Fix for waterguns not correctly applying the last burst of water.
Don't spawn water junk piles under boats
Junk piles manually trigger UpdateSurroundings when destroyed
Added frontier and gingerbread to list of skins for skin/upgrade radius commands.
Show a blue placement flag whilst sweetspot detecting, before real flag is spawned.
More lenient sweetspot.
Added a spawn radius buffer.
Increase UI lerp speed.
Blink sweetspot notches when in sweetspot range.
Colour tweak.
Separate long range & sweetspot bars.
Calc tweaks.
Increased UI lerp speed.
Temp placement effect for flag.
Source tweaks.
Actually invert the check...
Added Daytime state.
Updated AI design to check !IsNight AI event and switch to Daytime state
Add IsNight AI event and action UI
Exclude a couple of pre checks for scarecrow attacks
Separate wave scarecow design file, hooked it up to WaveScarecrow prefab brain
Codegen so AI designer appears for WaveScarecrow
Commit all the material changes because it's a hackweek project
Sources timeout.
Bunch of WIP refactor.
Very WIP placeholder lowering anim/behaviour.
Some placeholder VM visual/anim for states
Hide the fish on my temporary metal detector VM
Added source spawn location verification.
Don't spawn too close to other sources.
Destroy the source if it spawns with no valid sub sources.
Re-setup skinning knife to work with weapon racks correctly after recent prefab rotation changes.
Temp VM/setup and somme placement setup work.
Set skinning knife up for all weapon racks.
More debug stuff.
UI lerp speed tweak.