225,683 Commits over 3,714 Days - 2.53cph!
hazmat suit craftable
hazmat icons and art updated
EntityInspectionWidget no longer tries to activate detail portrait for non-human, non-player controlled units
updated hazmat suit model
updated outlines for new arrow types
small refinery now produces charcoal
can no longer place dropboxes under water
must wait 30 seconds to repair a structure after it has been attacked
Customize names on options menu with attributes
Max candidates and max entities to filter now exposed in CandidateEntityFilter.
Overriding Target Filters' default filter now works.
Prefabs, optimizations, cleanup, LODs.
Crafting goal plan description
Fixed Effect.IsValid being set true before state had been processed
Adjusted maximum anisotropic filtering settings of various textures
Latest Data
Latest Data
Latest Data
Moved the candidate count increment to after filtering
Adjusted maximum anisotropic filtering settings for tiling textures
Cohesion event calculation improvements, should stop people asking to join when cohesion is low for extended periods of time
Strip any game objects on the occluder layer in prefab preprocessing as they're currently not required
Added camera tool spawn icon
Added drum set example spawn icons
Hooked up critter spawn icon
When anti hack is disabled, send warning to admins whenever they connect
more (this broke some stuff)
Unity can't resize compressed textures, so don't try to do so
Changed the way default icons are used before a skin icon is loaded because Unity
New Facepunch.ExpressionStrings build
Targeting an older version of Newtonsoft.Json
f2 big diamond pattern
f2 small wobbly
tweaked nautilus pixel sfx and colors
weak pixels use diamond debris
some more sfx and pixel tweaks
Added failing test for operator overloads
Better support for operator overloads
apparently I had some unsaved data
GoalPlan.LookAtSomething uses first candidate mode
Log warning when icon dimensions on an item are off
All item icons can be up to 512x512 (+ double checked they're compressed)
More keywords, various goal plan descriptions
Use default item icon for skinned items until the skin is loaded
Don't recalculate mips when applying skin icon (already done in native code)
Update option values on menu when they're changed
Moved unit biography util to keywords, added IUnitKeyword, templates for different bio types
Added some more words to unit names filter
Fixed bear skeleton properties referencing the prefab instead of the mesh
Feedback can upload images, files, etc.
tweaked f1 core bullets
added pattern positionOffsetFunc
water_well_c scene final-ish progress