201,579 Commits over 4,171 Days - 2.01cph!
refactored player platform code and fixed it's bug with consecutive games and event listener
Moved some maps to out of rotation folder so there's only 3 active. 1 control and 2 DM
Working on a PersistentPerson thing for persistent shared character data for AI and humans
Renamed Slasher unit, configs and assets to Flipper
Remade default squads
set correct block values for Flipper now that the model has a visible orientation
Vector2i, Vector3i, Vector2b, Vector3b implement IEquatable
PersistentPerson work that might actually be OK
Set the local player in NetworkUser
barricades wood, wood barbwire, metal share a more convenient footprint/volume
Reverted barricade collider scale hack
Fixed shadow quality change from 0 to 2
Tweaked high external wall barbed wire damage volumes
Can edit decals in main scene
Race/tribe color tweaks, randomised color from palettes for clothing
"What's New" entry data file
barricades shoot through colliders, slimmer blocking colliders
Version++
Remade default squads with new squad version
gate.external.high.stone has an extra protecting sides made of panels and barbwire
Barricade collider updates
Added barbed wire damage triggers to new high external gate
Updated deploy volumes / socket tests on high external walls
Deathmatch mode now flagged as available
Can place large furnace under floor grills even after the floor grills have already been placed
fixed skinning on vm bandages
Fixed player platform glows
BaseNpc implements MaxVelocity
Removed references to old money items.
Weather debug flag to always update from data in editor
map writing enabled for mods
added a 1.5 seconds delay to end of attack chain if it's the last command point
Raw and spoiled meat no longer goes straight to belt when picked up
chair no longer syncs position
can only pick up non-locked boxes
island-02 mountain rework wip
Fixed BaseNpc serialization mismatch in CLIENT / SERVER (also fixes compilation error)