199,208 Commits over 4,140 Days - 2.00cph!
Barrel mesh colliders are no longer marked as convex
Player and animal colliders are no longer marked as triggers
Fixed pumpkin helmet getting culled too early
Fixed poncho material
Censorship cubes are culled
More work on the traits matrix, doesn't save though :(
Added missing physic materials to crate prefabs
Added missing physic materials to junkpile_d washing machines
added lots of slope and block elements
Traits matrix now actually appears to be working.
metal chestplate skinning tweaks
Combat log includes unique ID of attacker and target
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Updated test rig
Fixed sideways friction
First stage pixel shader compute fallback
Added buffer readback for single channel float textures
Finished pixel shader compute port
Fixed convar text output somtimes being odd
Fixed error when compute shade is missing
Fixed messed up ground collider on harbor 1 and harbor 2
Data export command supports water map
Fixed the radial menu for buildings showing upgrades that are currently being constructed
Fixed bad upgrade description text in radial
Exposed structural stats/parameters for upgrades in BuildingSettingsEditor
Fixed missing retunr in EntitySettingsEditor.DrawCustomField
UnitView angular motion calc is no longer culled
cleaver does slightly more damage and has a higher attack radius (on par with mace)
redid a bunch of the holdtypes to look better without any spine movement. adjusted the 3rd person weapons orientation to fit the new holdtypes.
Made player less hunchbacky when looking down slightly
Fixed toolcupboard context menu orders
Added world.cache convar (default true)
Merging the latest in from trunk
fixed bounds on plants
dead plants stick around longer and can be hacked down
each clone attempt loses 10% genetics
no more minor damage when fully protected from radiation (radsuit)
Summaries for some UnitComponents.
Added character world model back into CLIENT+SERVER mode, so NPCs can shoot the player. NPCs drop their stuff on death. Starting work on NPC respawning.
Include monuments in prefab warmup (does this break everything?)