201,593 Commits over 4,171 Days - 2.01cph!
Ores don't show health bar
SocialInvitationSenderSelector, data tweaks
Automated Windows Build #357
Editor side stuff related to block other interactions.
Debug unit spawn group position fix
AttacUnit Action state handling
Fixed autoturret serialization
Unit.Combat and projectile event cleanup. Fixes issues with missed projectiles causing callback hangup in AttackUnit action
Added hitboxes to the combat dummy Unit
Fixed river flow transitions to ocean
Automated Linux DS Build #358
FOR FUCK SAKE modified all the pipe entrance to be bigger
!A new pipe piece
FOR FUCK SAKE rotorz prefab and room
Large Prop D textures/models/Cols/Prefabs
Trainyard, Powerplant and WTP, Military tunnels scene updates
Created island tile prefabs. Updated water.
Fixed purple water in dx9
Fixed compilation errors in legacy gl
FOR FUCK SAKE factory prefab fix uv
Automated Windows Build #358
mesh compression @low for building block meshes and colliders
made bear have a scary face when in combat
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made the eyes look tired or injured where applicable
FOR FUCK SAKE pipe gate, fixing glow colour/ aqdding force field
Dummy hitbox again apparently
Temperature Vital and CurrentValue simulator (ambient + insulation)
ActionSettings.BreakImplementation
Better End + Break impl in SetDestination
Minor tick method name consistency changes
Fixed Temperature Vital getting bad max value from simulator
Merged from main yet again.
Merged Exclusivity/Blocking capabilities in Interactions (accessible through InteractionSettingsWrapper).
Implemented blocking for Take All interaction on Berry Bush resource's dispensers.
FOR FUCK SAKE minimap shader
Switched to sidewards view
Added version tracking to Beep
Added build date / version
Fixed SmartObject Interaction Positions states being improperly handled by SetDestination Actions (BEF-278)
missing mammoth animations such as new attacks, limping, exhausted, agro and lookaround. Some still need lots of love
latest bear and mammoth source
Units should now get highest navmesh priority when arriving at interaction positions