199,294 Commits over 4,140 Days - 2.01cph!
HeldItem stuff. Not sure this is a good implementation here, but it works.
Missed saving a couple of files in the previous commit
OnDirtyEvent for held items
CanHoldItemNow/CanBeHeldNow refactor
vending machines can buy/sell BPs just like any other item
Mainly refactoring inventory to simplify
Blah blah, refactoring character
Refactoring some of the easy stuff
Turned What's New back on
furnace costs 100 less wood
furnace no longer starts with wood
can pick up furnace if empty + hammer equipped + cupboard
can pick up fridge if empty + hammer equipped + cupboard
can pick up large storage if empty + hammer equipped + cupboard
can pick up small wood storage if empty + hammer equipped + cupboard
shelves can be placed overtop of existing boxes
Can now light torches with other lit torches
Locked progression elements will in most cases now show what is required to unlock them instead of a description (not all unlock modes support it yet)
Tweaked progression depth calculation system to return more understandable values
Changed rules for masking unlock elements in progression tab
refactored player platform code and fixed it's bug with consecutive games and event listener
Moved some maps to out of rotation folder so there's only 3 active. 1 control and 2 DM
Working on a PersistentPerson thing for persistent shared character data for AI and humans
Renamed Slasher unit, configs and assets to Flipper
Remade default squads
set correct block values for Flipper now that the model has a visible orientation
Vector2i, Vector3i, Vector2b, Vector3b implement IEquatable
PersistentPerson work that might actually be OK
Set the local player in NetworkUser
barricades wood, wood barbwire, metal share a more convenient footprint/volume
Reverted barricade collider scale hack
Fixed shadow quality change from 0 to 2
Tweaked high external wall barbed wire damage volumes
Can edit decals in main scene
Race/tribe color tweaks, randomised color from palettes for clothing
"What's New" entry data file
barricades shoot through colliders, slimmer blocking colliders
Version++
Remade default squads with new squad version
gate.external.high.stone has an extra protecting sides made of panels and barbwire
Barricade collider updates
Added barbed wire damage triggers to new high external gate
Updated deploy volumes / socket tests on high external walls
Deathmatch mode now flagged as available
Can place large furnace under floor grills even after the floor grills have already been placed