201,239 Commits over 4,171 Days - 2.01cph!
Server save backup->moveto is more resiliant to sharing violations
zeroed out the rotations on the bip01 bone
zeroed out the root object on "blank_rig"
Automated Linux Build #255
Just started fleshing out the files.
Automated Windows Build #255
Ingame Overlay boilerplate
Automated Linux DS Build #255
Implemented AE_CL_STOP_PARTICLE_EFFECT & AE_CL_ADD_PARTICLE_EFFECT_CP
Automated Linux Build #256
Automated Windows Build #256
Fix InspectorFlags PropertyDrawer changing property values as soon as two objects with different values are multiselected
Automated Linux DS Build #256
merge from /main/inv-ui-sounds
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Stopped constant networking of m_flNextPrimaryAttack on weapon_pistol
Unicode support for SetClipboardText
Fixed WorkshopDL updates for real this time
Automated Linux Build #257
Automated Windows Build #257
Automated Linux DS Build #257
- Reduced base spawn budgets of factory levels, reimplemented budget multiplier
- Set some quick test values for multipliers and reduced level up XP amounts
- Fixed bug with level value being reset to 0 each level
- Rebuild factory prefabs
- People now eat food from global supply. Todo: Feed people in an EC with food supply before those without
Automated Windows Build #258
Automated Linux DS Build #258
Automated Windows Build #259
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Automated Linux DS Build #259
Automated Linux Build #260
Procedural bush placement reboot
Bushes spawn around rock clusters and forests
Bushes spawn along the beach-grass transition (rather than all over the beach)
Ores always spawn around rock clusters (same overall count on map as before)
Ores are easier to spot (slightly bigger, always near rocks) and more grounded
Small trees spawn around rock clusters and forests
Automated Windows Build #260
Automated Linux DS Build #260
item xp cost balance up to level 8