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