136 Commits over 639 Days - 0.01cph!
Removed harvesting wolf skull from all farm animals
Added automated test to check collectable entities have a token and phrase
merge from medical_honey_bandage
Added honey bandage to primitive and hardcore tech trees
merge from medical_honey_bandage
Adjusted the world model LODS to match the regular bandage
merge from medical_honey_bandage
Instant health 10 > 8.
Healing over time 4 > 6.
Cloth craft cost 8 > 4.
Added 3 apples to oak_d for now for testing
Added apple to the manifest
Re-implemented all the previous logic from the hackweek branch
merge from automated_testing
S2P oilrigs, excavator and gas station
New automated test to check for immortal entities starting with health <= 0.
merge from medical_honey_bandage
Fixed world model collision being too small
Fixed world model outline referencing the old bandage instead of the new one
merge from automated_testing
Reduced network range of watertreatment_pipe_waterproducer.prefab. Stops automated tests failing.
Added honey bandage to medical crates and waterwell vendor
Merge from medical_honey_bandage
Enabled mipmaps on the icon
merge from DeepSeaTreasure_rw_fix
Enable Read/Write on primativelootbox_gibs
Added Apple.tree prefab and LootSpawn.Apple.
Added 3 apples to oak_d and they're all spawning correctly but dont spawn when trying to harvesting
Trees additions support multiple prefabs instead of just one
Merge from medical_honey_bandage
Adjusted network range:
honey bandage 256 > 128
berry-blue-collectable 256 > 128
Automated testing no longer failing in editor
merge from medical_honey_bandage (again)
merge from medical_honey_bandage
Fix honey bandage effects not firing (for real this time)
merge from medical_honey_bandage
Added new honey bandage icon
merge from medical_honey_bandage