198,874 Commits over 4,140 Days - 2.00cph!
module AI logs now show correct score and base score
DecisionMakerModule.GetScore now returns the right thing.
Replaced references to the module's GPV score with GetScore.
ramped up scrap cost for lvl 2/3 workbenches
unit panels now show potential damage on health bar
Subtracted viewmodel shadow changes; needs fixing
don't allow default bps to be researched
gunpowder default (oops!)
icepick same as pickaxe rarity/cost
if item is unresearchable, still allow repairs
reduced HQM from recycling components to nearly nothing
Module scores now reflect the score of everything contained within the module and also display the base score.
tshirt/longsleeve tshirt cheaper and no longer require sewing kit
rocket rarity set to 3 instead of 2
crossbow default blueprint, require WB1
eoka default blueprint
handmade shell default blueprint
green crates spawn workbench tier items slightly more often
metal shopfront much cheaper + default bp
vending machine much cheaper + default bp
protocol++
Fixed tier3 workbench materials
Changed world-model player self-shadows to stop casting on viewmodels
Added custom shadow casting to core shader set
searched items show lock icon
'new' notification has own alpha group
LR300/M92 uncraftable
pickaxe research cost reduced
research table cost drastically reduced (oops)
fix for squad editor unit hover panel
* Implemented DTree:Clear()
* Added DTree_Node:Clear()
* Added DPropertySheet:OnActiveTabChanged( old, new )
* Better error checking for DPropertySheet
best module logs now show in the AI debugger again
Biome editor weather listing improvements; add/delete buttons etc
Servers can call the sv console command on clients (mods)
Can send optional entity ID with Signage.ReceiveTexture (mods)
unit panels listen for game end event, hide on trigger
ignoring held items in filtering also ignores worn items now
Fixed usable unit tile highlights not showing
new unit panel health bar UI now works
Simple Handmade Sight researchable
Autoturret now researchable
Fixed default interaction on berry bushes
Min and Max Temperature are now driven by the weather wrapper in each season.
Scene work.
Scene cleanup.
Driftwood yield makes more sense.
Ice lake topology map fixes / fixed positions on clutter floating above the ground
added category headers to unit info panel inspector
hooked up health bars (not coded yet)
swapped unit panel health and damage fill names around
added a small punch scale to selected unit panel
clothes have much better insulation stats now
renamed tutu to tunic
Fixed season temperature curve not saving, adjusted curves
wip new unit card ui code
Biome seasonal data sorts weather types by weight
Fixed checksum being unset when world cache is disabled (editor)