201,214 Commits over 4,171 Days - 2.01cph!
Automated Linux DS Build #363
Merge from desires refactor, more desires refactoring (mostly filtering)
Removed the notion of desire "types" (Attain/Retain), instead just use fulfillment state as the same indicator. DesireTypes now refers to the derived types themselves (Item, Building)
Automated Windows Build #364
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Automated Linux DS Build #364
Automated Windows Build #365
Automated Linux DS Build #365
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Automated Windows Build #366
Automated Linux DS Build #366
FOR FUCK SAKE tile template tweak
FOR FUCK SAKE template material for preview
Put a Navigation.Stop in there to try to fix approaching target problems.
Started splitting SetDestinationSettings
Fixed mainmenu obscuring the belt bar (!)
Fixed Drag icons sometimes not showing, made bigger
updated amplify occlusion to latest
- Some asteroid room rough tests
Added some different wall colors.
Action state handling / allocation improvements
Metas apparently
Merge from main
Updated SetDestinationBase with new state management patterns
Fixed space pressing buttons after menu is closed
Fixed pie menu drawing over the top of inventory/crafting
Rock can be crafted
Fixed uncomfortable rock repeat rate
Removed debug output from crafting ui
EAC hashtool missing files
- Mortar stuff refactoring
- Ice level enemy trest
Reduced high quality water mesh tessellation by ~20%
- Any entity can now be launched as a mortar, and mortar script is addded at launch by the MortarLauncher
- Removed specific mortar spikey prefab and replaced with an alternate, generic fast spikey prefab
Manual merge of action state changes from 5.4 branch because plastic is a dick
Fixed antialias not working
Removed multiple procmap benchmarks
Added barren benchmark
Added postprocess benchmarks
Disable motion vectors if motion blur disabled
Deleted unused impregnate ability, fixed some missing actions
Added data validation to BaseBehaviourPlanSettings
- New enemy type now has 100% chance of teleport ability, shoots revenge mortars
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- More ice level testing stuff