193,998 Commits over 4,079 Days - 1.98cph!
Fixed the radial menu for buildings showing upgrades that are currently being constructed
Fixed bad upgrade description text in radial
Exposed structural stats/parameters for upgrades in BuildingSettingsEditor
Fixed missing retunr in EntitySettingsEditor.DrawCustomField
UnitView angular motion calc is no longer culled
Data export command supports water map
Fixed messed up ground collider on harbor 1 and harbor 2
Fixed error when compute shade is missing
Fixed convar text output somtimes being odd
Finished pixel shader compute port
Added buffer readback for single channel float textures
First stage pixel shader compute fallback
Updated test rig
Fixed sideways friction
▋▅█▇▉█▄ ▇▉▅▌ (▇▊▌▅▉▇▇▅▄ ▄▊▅▇▍▄▌▉▍▉)
Combat log includes unique ID of attacker and target
metal chestplate skinning tweaks
Traits matrix now actually appears to be working.
added lots of slope and block elements
Added missing physic materials to junkpile_d washing machines
Added missing physic materials to crate prefabs
More work on the traits matrix, doesn't save though :(
Fixed pumpkin helmet getting culled too early
Fixed poncho material
Censorship cubes are culled
Player and animal colliders are no longer marked as triggers
Barrel mesh colliders are no longer marked as convex
Junkpile prevent_building colliders are no longer marked as triggers
Initial spawn also checks convars
xp bug fixes, added delay before bar starts filling when screen first appears
Added spawn.respawn_groups and spawn.respawn_populations convars
Added Tools/Find/Trigger Colliders
Added Tools/Find/Convex Colliders
Got rid of skin0 etc tags (skins applied by replacing specific materials instead)
Tweaked physics.steps / physics.minsteps valid range
Removed SteamInventory debug
Better FindMissingScripts / FindInvalidColliders
placeholder sounds removed
removed Ik targets from Double shotgun entity
added re-exported beep_truck_4 to unity
reset xform on beep truck 4
AI events to System.Action
Skinnables replaced ItemType