193,879 Commits over 4,079 Days - 1.98cph!
Made welfare pay once a day using the TOD system
Music editor UX tweaks
Better waveform texture caching
Song tweaks
Initial implementation of classic theme
GameInstance now has a CombatTracker.
GameInstance::ModifyHealth() now uses HealthChangeData and calls CombatTracker.
Exposed player controlled toggle in DebugTools spawning tab
Renamed some stamina related effects
Fixed DataAsset caching display names badly
Fixed Conversations.GetTopics not clearing buffer
Fixed interaction max subscriptions always being 1
Stopped welfare payments to players that are disconnected
Furnace deploy volume tweak
Floor spikes block foundation placement
Refactored some stuff to new HealthChangeData.
DamageTracker reworked to use the HealthChangeData. (any future killfeed bugs, look here <----------)
Started wip CombatTracker basics.
Can place floor grills above large furnace
Network++
Added default skin ssp to player ragdoll
Fixed weird TMP error caused by the ° character
Debug spawning can specify whether the entity should be player controlled
Revamped selected unit info, effects & vitals display
office_vents texture sets + mats
Fixed NRE when applying workshop skins with nosteam
Desire creation in AttachToItem
CanAttachToItem doesn't actually attach the item (goty)
single shot trap with all the trappings...
Fix for small offset calculation error
Fixed desires debug display
Various AI tweaks
Fixed div by zero in SSS specular reconstruction
Fixed some road geometry errors.
Fixed constant dropping of picked up items
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Added subsurface quality control; set medium as default
Added subsurface depth scale control
Tweaked spec textures and materials a bit more
Added detail amount by roughness masking (e.g. nails)
Reduced default ssp scatter radius to 2
GitSync - Fixed Drive system inheritance, Fixed table.IsSequential being table.IsNumericKeys, Removed unused variables from the Stack class, removed CAP_INNATE_RANGE_ATTACK1 from weapon_base, Removed RENDER_GROUP_OPAQUE_ENTITY from code as it doesnt exist
Board tile ripple effect is now 1 coroutine per ring of tiles not 1 per tile
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idle board spin speed 1 -> 1.5