202,071 Commits over 4,171 Days - 2.02cph!
Lighthouses are actually set to tier 0
Harbors are actually set to tier 0 / 1
Reduced supermarket + gas station count
Reduced minimum distance between large monuments
Updated bounds on most monuments
MonumentInfo.CheckPlacement fix when multiple tiers are selected
Fixed collider issue on ice_sheet_b
Fixed SmartObject.CanSubscribe not checking if there are existing subscriptions when the plan we want to subscribe to is exclusive
Updated skinning on tshirt
Fixed snow mound_d lacking a collider
Increased precentage of the map that belongs to tier 2 slightly
hide pants, shorts & gloves skinning updates
Removed deprecated lso component from camera
moved selection handling and events out of MouseInput into new UnitSelection.
more input refactor.
added BaseInput, moved triggers and events from MouseInput to there
Consuming a Consumable now applies the relevant food value half upon consume and the other half over the duration specified in the data.
Consuming now has a duration.
Further simplified icesheet colliders
Merged last changeset from save153
Adjusted trigger size in military tunnels to stop them from poking out of terrain
Fixed convar component warnings
added UnitFilter
UnitSelection now has UnitFilters for blocked selection and blocked deslection
generic State now has CanEnter and CanExit, checked in state transitions.
Added prevent building volumes around iceberg boats
Slightly reduced decor icesheet decor radius
Added more terrain filters to larger icesheets to prevent overlaps
World Serialization++
Network++
Fixed cave blend4 material shading below level 300
Update to NPC Player Think.
tweaked nailgun animations
setup the nailgun ammo material
gang member count on join gang screen.
Iceberg/icesheet scene2prefab
World Serialization++
Network++
Changed to cleaner approach; wip
Fixed a small issue with updating user names on workshop in spawnmenu
disabled scarecrow/skull pit purchasing :(
skin approval
nailgun nails are slightly more expensive