225,834 Commits over 3,714 Days - 2.53cph!
Background max size is 256kb
Fixed wrapping on admin page
Fixed blank feedback
Clicking thread name takes you to first post
Fixed unity embeds
Downloaded Styles
Fixed embeds being fucked up in wide design
Fixed banned style over-ridden by gold
Show more latest threads
Stats page padding
Accepted answer alert
Doubled threads shown per page
Add BaseEntity.Moveable, this should help with dynamic shadow caching
Fixed ice sheet interaction with water depth mask (and future others)
global wetness, some missing butter
Fixed NPCs not being able to select their items
Levels control what causes game over
Next mission options
player model mounted fixes
opportunity outcomes now generate specific news items
Navigation.IsValidDestination fallbacks + more logging
CallMethod action target defaults to Stage in StageFSMs
Added `spawn turrets` state to Octopus stage FSM
Fixed the fucking slow anim bug. Pain in the fucking arse.
Octopus second form json mockup
Finished octopus json mockup
Fixed main menu buttons not clickable
Fixed IntroOutro using wrong texcoords for grab pass
Started Win/Lose screens
Generate a track based on parameters
Items that humans spawn with are added to posessions
Animation bool callback removeAt shit
Fixed checksum mismatch on certain seeds
More pissing about with the main menu
bridge sections have ghost material when player is in build mode
Fixed animation bool change callbacks not working at all
Scientists should no longer hover at junkpiles.
(Experimental) Updated BASS.DLL for windows to yet unreleased version to fix crash regressions introduced by latest public release of BASS.DLL
Nuked duplicate item action
Another small aim tweak to mounted NPCs.
Item actions and component callback refactoring & robustness.
Got rid of ActionSettings.End and .Break methods since they were redundant (call AIAction methods)
Slight tweak to npcs and mounted rotation.
Fixed various issues with missing terrain carve volume terrain checks on the caves (regression from terrain blend maps)
Assign lod required bones
modular greybox pass - refining routes
Removed some rocks from water treatment plant that were placed outside of the terrain blend map
break if ItemAction gets stuck
Slight improvement to spawn, reload and vulnerability for NPCs.
Fix skeletal mesh loading
don't scale the scaled time in stuck check
NPCs are less vulnerable as they spawn.
item action stuck detection is less stupid
Navigation logging to catch out of range error
Updated Steamworks
Main Menu scaler
Package Update
Fixed field rocks sometimes partially overlapping the outermost objects of monuments