193,482 Commits over 4,079 Days - 1.98cph!
build_win32_projects.bat builds chromium_process
Steamworks VDFs catch chromium's dependencies probably
added a debug line for the camera
Don't allow addons to replace console.log (hack for support with Awesomium)
Fixed duplicate input on certain key presses
File library can't read from chromium cache
Fixed building placement guide mesh not changing color to indicate validity
Fixed main menu font weight
Kinect detection uses async lua/js callback
Started work on cleanup of how stat manipulations are handled so we can use them outside of Effect more easily
Fixed wearables showing up in the item bar UI
Made all clothing items carryable
Main menu is no longer google
Scheme whitelist
Added chromium_process.exe to copybins scripts
Added Encumberance consideration and conditions to some Building AI goals/plans
Added Encumbered flag, effect
Disable remote debugger
Update useragent
Fixed held and carried item effects not being properly applied
Removed WeaponParameters.Effect (use held effects instead)
Items component tracks total weight of all items
Wearables are added/removed from the Items component
Added Encumbrance stat simulator
DHTML inherits from Awesomium again
Added -chromium statup parameter, replaces Awesomium panels with Chromium
Recalculate bounds after resetting lodgroup local ref point; just in case
Fixed missing Container item type icon
Commands widget does not disable craft choice buttons based on unit's knowledge of required items (shite)
Finished the game
Added encumbrance stat, updated Stats+Properties with encumbrance and fear
mining quarry has AI obstacle
fixed missing AI sounds
AI flees when it cant reach its target
wood armor helmet balance
Disabled npc apply vis for now
Fixed DoFlybySound NRE
Save++
Network++
Fixed JS functions being created too late
Added chromium to client
backup/progress on rocket crane detail greybox
Item pick up and dispenser actions refactored to support held containers
Fixed NRE in Combat when Unit is unarmed
Added auto NavMeshObstacle generation to Resource view importer
Indicators back to Update cause it fucked em
Rocket factory / office building textures / warehouse textures
fixed grass breaking game start
fixed disappearing viewmodels
Server now tells you some stats.
Lua->JS returned strings can contains null bytes
DHTML inherits Chromium
JS callback can recieve null/bool/double/string
renamed mud to clay and added to the game
Last parameter in JS->Lua calls can be a callback that is passed whatever Lua returns (only a string atm)
Main menu passes callback to language.Update
Added mirrors but offsets are currently wrong
Weapon & Tool usage take SkillUseParameters instead of Skill, do lookup internally
WeaponParamaters hold base DurabilityCost as per Tool
CombatEventData holds reference to the Weapon being used
Added Weapon usage in Combat.OnAttackHit
InteractableIndicator uses late update
moved the camera target back down to a sensible height
Fixed the follow camera a bit
Wearable weather decay check optimsation (check wearer's active interior first)
Fixed UnitEffectIcon.CompareTo NRE
Fixed bad return in FollowCamera.HandleInput
Wearables only decay from the effects of weather when they're outside
Wearables take half of all raw combat damage
EffectList sorts by severity
FollowCamera null checking
Fixed npc culling NRE caused by server reconnect