193,462 Commits over 4,079 Days - 1.98cph!
Automated Windows Build #541
Fixed skin rendering on some icons
Groundwork for attacks being able to require same height or not
Increased steam auth timeout
Vending machine tweaks
Phrases
Automated Linux Build #541
* util.Decal now has a 4th argument - ignore entity
* Small gitsync - fixed string.GetFileFromFilename & Paint tool small change
Disabling hiz culling on gfx dev types other than d3d9, d3d11 and glcore
deleting old wm to avoid conflicts
Gathering action chain order fixes
Fixed Before/UI Mask, now with more UI-ness
Updated ASE to v0.4.1
Gathering AI plan is enabled for DM again, not sure why it was disabled but we're going to find out ;x
Fix for skinning errors on female torso
Replaced old roadside powerboxes on procgen - removed old
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Slimmed down GoogleAnalytics to single file, portable
trying to make pickup variants but will settle for faster pickup for now
Disabled occlusion culling on server
gathering anims bools should toogle correctly now
made building shelter rocks more rocky
Change Tile top level object to Tiles layer, changed tile mouse detection to Raycasting individual tile cubes
added most vending machine functionality
protocol++
New flame turret sounds
Fixed slot deployables not palying placement sounds
Polished a bunch of existing deployable placement sounds
Add placement sounds to most deployables that had none
Refactor for managers, so they handle real builds correctly. + minor edits
Added dev client build option
Back to safe applyVis
Hiz culling enabled by default
Fixed potential NRE in SelectableIndicatorWidget
Fixed messed up cop aiming in C+S mode
unit info card now shows all the correct data. Added colour description tags for attacks