198,681 Commits over 4,140 Days - 2.00cph!
Added barbed wire damage triggers to new high external gate
Updated deploy volumes / socket tests on high external walls
Barricade collider updates
gate.external.high.stone has an extra protecting sides made of panels and barbwire
Version++
Remade default squads with new squad version
barricades shoot through colliders, slimmer blocking colliders
"What's New" entry data file
Race/tribe color tweaks, randomised color from palettes for clothing
Can edit decals in main scene
Tweaked high external wall barbed wire damage volumes
Fixed shadow quality change from 0 to 2
Reverted barricade collider scale hack
barricades wood, wood barbwire, metal share a more convenient footprint/volume
Set the local player in NetworkUser
PersistentPerson work that might actually be OK
Vector2i, Vector3i, Vector2b, Vector3b implement IEquatable
set correct block values for Flipper now that the model has a visible orientation
Renamed Slasher unit, configs and assets to Flipper
Remade default squads
Working on a PersistentPerson thing for persistent shared character data for AI and humans
Moved some maps to out of rotation folder so there's only 3 active. 1 control and 2 DM
refactored player platform code and fixed it's bug with consecutive games and event listener
Locked progression elements will in most cases now show what is required to unlock them instead of a description (not all unlock modes support it yet)
Tweaked progression depth calculation system to return more understandable values
Changed rules for masking unlock elements in progression tab
Can now light torches with other lit torches
furnace costs 100 less wood
furnace no longer starts with wood
can pick up furnace if empty + hammer equipped + cupboard
can pick up fridge if empty + hammer equipped + cupboard
can pick up large storage if empty + hammer equipped + cupboard
can pick up small wood storage if empty + hammer equipped + cupboard
shelves can be placed overtop of existing boxes
Turned What's New back on
Refactoring some of the easy stuff
Blah blah, refactoring character
Mainly refactoring inventory to simplify
vending machines can buy/sell BPs just like any other item
CanHoldItemNow/CanBeHeldNow refactor
OnDirtyEvent for held items
Missed saving a couple of files in the previous commit
HeldItem stuff. Not sure this is a good implementation here, but it works.
TribeConfig in GameConfig now has a list of TribeNamePair that is used for generating tribe names - each pair is a name (eg. Sun, Spear) and an appropriate icon
Can still override either name or icon from the TribeSpawners by specifying a name or icon (if unset the tribe will be spawned with random)
TribeCreate now picks a random name /icon on start (not hardcoded to tribe of the beard anymore)
File candidates for nature tweaks.
Humans now have AI for dropping undesired items.