201,720 Commits over 4,171 Days - 2.02cph!
- Timmy Turrets wip boss fight
- Placeholder Timmy Turrets animations for up/down
More Building Editor Shit.
FOR FUCK SAKE wip prefab room start B with random location spawn
- Started coding Timmy Turrets boss fight
Added nometa to river and ocean shaders
Tweak to terrain texturing to prevent redundant work
Fixed that sneaky start/play crash; updated RustNative binaries
Assembly Loading, attributes
FOR FUCK SAKE factory room prefab, switch toilet room to goal room (not used for now)
!A alternate start room
Mesh batching min / max distance
AssetPool names its instances after their type
Build server - use unity 5.2.1p4
More weather tinkering
Replaced a rogue foreach in TargetRequiredByTribe
Automated Windows Build #15
Moving a list creation in ConsiderAsResource
Begone, foreach in UnitDecisionMaker
Framework update
Double change fix
Rock now transitions to the holding position before re-stricking
Added floor definition loading and saving.
Fixed crash caused by UnitDecisionMaker bad nested loops
Added AbilityPlanData
Removed test file
Painting frames signs can no longer placed on the floor/ceiling
All remaining signs prefabs implementation
Rest of COLs/Gibs files
DecisionContext constructor overload with bp and target
finished animating cc cloth and started on temple max
removed old cloud city spaceship anims and added 3 new spaceships with animations. added new cloth animation to cloud city.
Jack O Lanterns require 2 pumpkins to be crafted
Wood signs placement sockets accuracy
Tweaked window frame cull distance
updated vm rock source anim file