192,967 Commits over 4,049 Days - 1.99cph!
Some more scientist fixes.
UnitView looks for "_overlay" or "_damage" mesh instead of just damage
World stuff.
Less stamina used while running.
Bot damage working correctly
Fixed bot player not setting ServerPosition
Moved character collider + other stuff
Cohesion to component WIP
Facepunch.Steamworks meta files
Throw exception and fail the build when skinnable item name is incorrect
Fixed small build log typo
Fixed humans not animating
Gibbable.DoPrepare error message tweaks
Moved xmas event meta file
Deleted ocean clutter prefabs (unused)
Nuked Human and Animal entity types, merged everything into Unit/UnitView. Removed IUnit interface
Fixed layer on elevator volumes
Serializing ISerializables
Optimized elevator volumes (server perf)
top tier atlas mask for damage + material tweaks
Any entity can use sockets, not just building blocks (presumably breaking everything)
Fixed portraits not getting rendered after unit creation
Misc UI bits
twig tier atlas mask for damage + material tweaks
Another stab at scientists
Enabled base code generation
Increased offset for rollermine to prevent it from spawning below ground
Fixed deriving from DDragBase requiring to define OnModified
Fixed errors when calling Setup() without second argument on DProperty_Float and DProperty_Int
Git: Fixed the link on the version button in main menu.
Git: Updated TTT to the latest version
Career mode squads are now saved per-fixture into the career save, not over the regular map squad files.
CareerUnit now gets serialized with Unit during match creation if career mode match.
CareerUnit name now shown in hover bar.
fix for league positions not deserializing properly
Bot player spawning in on command.
Character ICharacterControl refactor work
Can now specify if a wearable can be taken off, turning this bool off won't autofill the take off interaction on smartobject (defaulted to true on everything)
Can no longer unequip babies