241,381 Commits over 3,867 Days - 2.60cph!
- More Timmy Turrets phase 3 code + anims
Remove vehicle physics asset and vehicle player code.
Switch to 5.3b3 to test bootstrap refactor.
Removed the unit interactions ui widget
CameraParticleFX boilerplate
Fixed some potential leaks
updated vm rock source anim file
Tweaked window frame cull distance
Wood signs placement sockets accuracy
Jack O Lanterns require 2 pumpkins to be crafted
removed old cloud city spaceship anims and added 3 new spaceships with animations. added new cloth animation to cloud city.
finished animating cc cloth and started on temple max
DecisionContext constructor overload with bp and target
Removed test file
Painting frames signs can no longer placed on the floor/ceiling
All remaining signs prefabs implementation
Rest of COLs/Gibs files
Fixed crash caused by UnitDecisionMaker bad nested loops
Added AbilityPlanData
Added floor definition loading and saving.
Rock now transitions to the holding position before re-stricking
Framework update
Double change fix
Begone, foreach in UnitDecisionMaker
Moving a list creation in ConsiderAsResource
Automated Windows Build #15
More weather tinkering
Replaced a rogue foreach in TargetRequiredByTribe
Build server - use unity 5.2.1p4
AssetPool names its instances after their type
Mesh batching min / max distance
FOR FUCK SAKE factory room prefab, switch toilet room to goal room (not used for now)
!A alternate start room
Assembly Loading, attributes
Fixed that sneaky start/play crash; updated RustNative binaries