224,939 Commits over 3,714 Days - 2.52cph!
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
reverting
25447 - new forest splat aint working visually
Basic Force for explosive decompression
Also fixed gravity on/off
overgrowth materials to core/foliage end
CraftingOrder holds CraftingStation ref, persisted
CraftingStation progress, order pool, persistence etc
Added itemskintimeout convar
Added workshop skin download timeout / skip
Misc touch-ups and fixes for AI.
Misc cleanup of crafting related code
Added servers stats SetAchievement
Merge pull request #125 from speedis/master
Added servers stats SetAchievement
Workshop.Item.Download returns a boolean
fixed DSE element order in Crafting module
Moving stuff around part 1
New coffee cup item
Can override rubbish to drop, coffee and soda now drop accurate rubbish models
Added UI-BUILDER asset store pack and reworked Main Menu UI
Pressing H while holding a shield triggers the Poisoned effect in the editor (for testing)
Status Effects can now mark themselves as related to a metabolism effect, the corresponding VitalNote on the HUD will be displayed while that effect is active
Enabled poison VitalNote and filled in the text so it reads correctly
Status Effects can now apply damage over their duration (standard DamageTypes list implementation)
Added an ItemStatsProperties field to StatusEffects (same as Items) so status effects can now modify movement speeds
Refactoring weapons backup
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Smooth movement for proxy characters - actually better than the old system.
First pass on StatusEffects framework
Effects are defined via a definition file in Resources/StatusEffects/
Currently adds and removes the effect over the network (based on the duration of the effect specified in the definition)
Fixed inventory UI particles; switched shader to ui-ext/particles/add
Clean up errors when in #CLIENT only