199,909 Commits over 4,140 Days - 2.01cph!
Unit frame role icon colors
swamps sulfur spawners, new fog script added to scenes
Fixed empty text in research window
Wooden chairs prefabs/LOD/col
Unit frames update role icon when role chnages
Sorting out events. Maybe the difference between being destroyed and dying.
Add kills to stats + fixes
[D11] More controller support for console - wip
merged to main (still wip)
Subtracted
27668 due to regressions (might have to look into a different workaround)
alternative red door for bandit town
kill soundemittersystem.vpc.vpc_cache
Fixed AI for putting corpse on fire not checking the cooking method.
Changed rat and rabbit cooking methods to spit.
important todos, steam.inf
Added research module to humans
Added new door
Various visual tweaks to the fog
Fixed chair pivots
Fixed dredge mesh and colliders
interaction positions for lvl 3 campfire addon
swamps biome mask transfer tweaks
bandit town biome mask transfer tweaks
fixed swamp trees incorrectly baked imposters
Reenable monster_bigmomma hp recovery system
Refactoring refactor of a refactor
Buttons now work properly again
Swamps a, b, c fog settings
Merge from unity_2018.2.0
update WIP avatar texture/material/shader/prefab for skin /face customisation
researching plays a thinking anim instead of screaming
Implemented some generic interactable components
[D11] Merged with main branch for Unity 2018.2.0f2
Bump maxiumum key length of key values in bsp to 64 (from 32)
Rolling back
27718 due to scene crash (unity_2018.2.0)
Research AI now checks the required role.
We no longer evaluate modules and goals that are lower priority than then active ones (solves some weird ping ponging).
Fixed replenishment using the auto dispense data for the timing.
Resources can now define a child resource that spawns at their position.
reduced number of sticks in the stick pile
Carryables now use new interaction
Fixed dredge rotation in bandit town
Switched to scene camera activating fog, instead of main