224,928 Commits over 3,714 Days - 2.52cph!
I'm guessing it keeps changing these for a good reason
Update bindinggen, local (bounding box) post process settings
Corpse dispensables editor exposure
Quick n dirty CorpseParameters validate to make sure we have entries for all interactions, defaulted to all states
UnitSettingsEditor NRE fix
Testing less aggressive animation call culling
Fixed role selector getting all fucked up by UI optimsations
Humans will always sleep in their home building if they have one
Ai tweaks
Corpse refactor to allow enabling and disabling interactions based on corpse state instead of the whole dispensable.
@billowe editor code pls.
More info for print_skins
UnitView FaceTarget and TurnToRotation methods gated by IsCulled
Conveyor Pusher
Velocity trigger
Added EditorBrush script to paint blocks in edit mode
Can now change load distance funcs
ChunkWatchers can now use different distance functions
Unit.Animation.CanSetParameter takes AnimatorControllerParameterType, only ignores triggers when the view is culled, always sets other param types (int, float, bool)
Take from dispenser action cleanup
Unit.CanSetParameter returns false if the unit's view is culled
Disable unit IK when in a vehicle
Clientside ragdolls of NPCs will properly inherit material override
Serverside ragdolls of NPCs will now properly inherit color and material override
Added CNavArea.SetCostSoFar( num )
Updated kb_act.lst
more jumper/leaper unit experiments
Log warning with workshop ID when skin download failed / timed out
https://youtu.be/lbnoG2dsUk0
menu planets look at focus point better
planet cores use raw delta time for wandering
core flinch when hit
cores only flinch when damaged
renamed core wobble to bounce
fixed a nullref when holding left trigger and entering stage
core wobble
renamed core dynamiclayers
tweaked damage flinch, core EffectScale not applied to stage nodes
Various animation stuffs for weapons.
Messed with the standard reflection probe.
altered the chansaw prefab lod method
Working on saving worlds as ScriptableObjects
Blocks are now ScriptableObjects
ChunkMap now updates in edit mode
Chunk columns are visible in hierarchy but readonly
Updated ASE
Updated Facepunch.Steamworks
Removed Squiggle
Removed HBAO
chainsaw wm fbx + lods/prefab
chain mat adjustment
Blocks are now ScriptableObjects
ChunkMap now updates in edit mode
Improved entity observer stuff
Cleaned up how empty blocks are created
adding missing models...
reverting top hat material
fixed Dispenser.TryTakeOneEffect not actually outing the effect
Scientists now react to gunshots
Editor DSENodeData drawing tweaks
Animal/Combat/Offensive module tweaks
update amplify shader
update WIP logo stuff
adding placeholder models
merge from 'naturefoliage to corefoliage'
Fixed raiding animals not attacking