197,427 Commits over 4,110 Days - 2.00cph!

8 Years Ago
apparently I changed Eat Something
8 Years Ago
Started looking into adding a mission framework
8 Years Ago
Added wall sockets to top and bottom end of foundation steps Tweaked ladder placement rules so they can be attached to the end of floors Tweaked ladder trigger so they can be climbed from all sides and traversed around Reduced health of low walls by 50% Network++ Save++
8 Years Ago
Fixed the game
8 Years Ago
When scared / high fear, our mood is affected.
8 Years Ago
Cap mood to 50% when fleeing.
8 Years Ago
Renamed Omnivore AI Module to be general Food, and put it on all animals
8 Years Ago
Effects can optionally filter the UnitClass they are applicable to
8 Years Ago
Added "Watch Target" behaviour under common combat module (WIP) No longer remove dead units from their group (testing) Unit DM perception filtering support Conversation topic editor
8 Years Ago
running vox stuff
8 Years Ago
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8 Years Ago
All items now have their own price
8 Years Ago
plastic ignore rules
8 Years Ago
Moved unit id assignment to a function WIP unit spawn stuff
8 Years Ago
Reduced twig decay to one hour delay plus one hour duration
8 Years Ago
Auto turrets can see and shoot through twig building blocks (damaging both the building block and the target behind it)
8 Years Ago
Material tweaks Launch_site terrain triggers, prevent building volumes
8 Years Ago
Diplomacy component hooks into entity manager events to create or remove relations data
8 Years Ago
Save
8 Years Ago
Diplomacy relations used in hostility checks
8 Years Ago
Can now set colours per category for emote bubbles and options
8 Years Ago
Group diplomacy component boilerplate, components cleanup
8 Years Ago
more stuff
8 Years Ago
Refactored tile highlighting, now takes border state and state as parameters instead of calculating it inside the function Made the message object active again by default
8 Years Ago
Minor cleanup only
8 Years Ago
Doors now come up with the same inside/outside results whether they're new or loaded. Unfortunately instead of loaded doors sometimes getting the wrong result, not they both get the same wrong results. At least it's consistent...
8 Years Ago
research table shows health fixed recycler not giving appropriate scrap when components were stacked skin approval skin icons
8 Years Ago
cool stuff
8 Years Ago
snow jacket protection increased snow jacked cost reduced
8 Years Ago
merge into main
8 Years Ago
more
8 Years Ago
merge from main
8 Years Ago
Added recycler to both harbors Added Research table to sat dish lowered cost of Bananda lowered cost of cap lowered cost of balaclava lowered cost of boonie hat lowered cost of burlap headwrap Added scrap resources ( fuel for research bench) barrels drop 1 scrap boxes drop 5-10 scrap can use scrap to create components can recycle components into scrap (10% yield) phrases manifest protocol++
8 Years Ago
Accidentally turned saving off on vehicles
8 Years Ago
Tips
8 Years Ago
Shortened
8 Years Ago
Stats formatting edit
8 Years Ago
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8 Years Ago
Animals are now scared of fire
8 Years Ago
- Fixed missing EntityComponent persisted data type - Version++
8 Years Ago
wip
8 Years Ago
Merge latest in from Main
8 Years Ago
topos and stuff
8 Years Ago
wip
8 Years Ago
fire should now contribute to threat
8 Years Ago
Unrestricted entity selection should work
8 Years Ago
Fixed bad profiler sample in ItemAttachments Disabled interaction position block check for testing
8 Years Ago
Fixed buildings created from pre-existing views in the scene not being properly set up
8 Years Ago
top base
8 Years Ago
Walkway meshes