198,681 Commits over 4,140 Days - 2.00cph!

8 Years Ago
Added barbed wire damage triggers to new high external gate Updated deploy volumes / socket tests on high external walls
8 Years Ago
Moar AI
8 Years Ago
Barricade collider updates
8 Years Ago
gate.external.high.stone has an extra protecting sides made of panels and barbwire
8 Years Ago
Version++ Remade default squads with new squad version
8 Years Ago
Version++ Squads++
8 Years Ago
barricades shoot through colliders, slimmer blocking colliders
8 Years Ago
update to get latest
8 Years Ago
"What's New" entry data file
8 Years Ago
lots
8 Years Ago
Race/tribe color tweaks, randomised color from palettes for clothing
8 Years Ago
Sped up gate animation
8 Years Ago
Updated post stack
8 Years Ago
Can edit decals in main scene
8 Years Ago
Tweaked high external wall barbed wire damage volumes
8 Years Ago
source files
8 Years Ago
Fixed shadow quality change from 0 to 2
8 Years Ago
Misc
8 Years Ago
Reverted barricade collider scale hack
8 Years Ago
barricades wood, wood barbwire, metal share a more convenient footprint/volume
8 Years Ago
Set the local player in NetworkUser
8 Years Ago
PersistentPerson work that might actually be OK
8 Years Ago
Plugins
8 Years Ago
Vector2i, Vector3i, Vector2b, Vector3b implement IEquatable
8 Years Ago
set correct block values for Flipper now that the model has a visible orientation
8 Years Ago
Renamed Slasher unit, configs and assets to Flipper Remade default squads
8 Years Ago
Working on a PersistentPerson thing for persistent shared character data for AI and humans
8 Years Ago
folder naming
8 Years Ago
Moved some maps to out of rotation folder so there's only 3 active. 1 control and 2 DM
8 Years Ago
refactored player platform code and fixed it's bug with consecutive games and event listener
8 Years Ago
Fixed NRE
8 Years Ago
Network++
8 Years Ago
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
8 Years Ago
Can now light torches with other lit torches
8 Years Ago
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
8 Years Ago
Turned What's New back on
8 Years Ago
Refactoring some of the easy stuff
8 Years Ago
Look WIP
8 Years Ago
Blah blah, refactoring character
8 Years Ago
Mainly refactoring inventory to simplify
8 Years Ago
vending machines can buy/sell BPs just like any other item
8 Years Ago
CanHoldItemNow/CanBeHeldNow refactor
8 Years Ago
Scene
8 Years Ago
Env WIP
8 Years Ago
OnDirtyEvent for held items
8 Years Ago
Missed saving a couple of files in the previous commit
8 Years Ago
HeldItem stuff. Not sure this is a good implementation here, but it works.
8 Years Ago
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)
8 Years Ago
File candidates for nature tweaks.
8 Years Ago
Humans now have AI for dropping undesired items.