255,037 Commits over 3,990 Days - 2.66cph!
Automated Windows Build #30
Automated Windows Build #29
CraftableParameters now cache its IdCountPair list.
Fixing pine tree view prefab ipositon data
Automated Windows Build #28
Automated Linux DS Build #27
Automated Windows Build #27
TENN - 15 portrait anims
Elvis lose portrait anim
Fixed pregnancy considerations
Removed old particle fx prefabs
Fixed a load of UI widgets being raycast targets when they shouldnt be
TENN - 15 portrait anims
Elvis lose portrait anim
Added fly swarm effect.
Increase visibility of snow bare footprint.
Fixed sand impact that wasn't set to receive shadows.
Spawn tweaks, GoToSmartObject revert fix, Sky/Player/Ocean tweaks, Smoke material shader changed, blah blah blah
Generic entity linking via sockets
Reject building block placement on occupied construction sockets
Working on new cutout method that's much better for buildings.
added preventbuilding to autoturret, derp
Automated Windows Build #26
- Branched for boomerang work and WIP related stuff:
- Projectiles can now be set to have no expiray time
- Projectiles can now send a hit message to scripts on an object, with the associated BaseEntity when they hit something
- Boomerang now tracks things it's already hit
- Boomerang seeks out targets
- Set turret colliders to trigger
- Rebuilt prefabs
Added owl to character select
Server compile fix @diogo
Switched off lava mover, removed unused object
Changed the foundation.steps host prefab to be 3m gradient
repositioned lava court to be centred to 0. added new collision meshes to lava court
repositioned lava court to be centred to 0. added new collision meshes to lava court
Added combo meter for rallies
Fixed torch lit sound not reacting to sound sliders
Shutters Sockets not conflicting with window.bars collision
Added the rest of hinges to wood and metal tier window frames
Texture tweaks
Automated Linux DS Build #25
Fixed door placement on triangle floor
More optimalizations by way of caching (FindItem and UnitCanFindCraftingItems)
Fixed melee weapons thrown at barricades damaging the thrower
FindItem RunImplementation tweak
Fixed door close sound playing with first interaction of door
Added BaseEntity.Flags.Busy
Cannot interact with doors while closing or opening
-removed useless vec2 allocations
-caching IQ objects in Zone+InfluenceMaps
Optimized ItemManager's FindBest* functions a bit by way of caching.
Breeding group tweak to avoid stupid shelter seeking behaviour
FindItem fixes, removed IM considerations from most DSEs