199,504 Commits over 4,140 Days - 2.01cph!
cave_puzzle_b prevent building hull required an update
Upping death pit damage output to ensure people in full armor die
added spawn location array to board protobuf
Reworked tile highlihting to remove default parameters as it was fucking things. This commit might also fuck things.
Less offensive logging when an invalid save is detected
moved spawn colour highlighting to boardview
Merged from main yet again.
Workbench tier 1; fbx/prefab/textures/materials/gibs
creating new test collision
Fixed some foreach usage with PooledList
Added unit tests to PooledList, they all pass.
Merged refactored FixedArray (now PooledList) from branch to main.
BuildingVIew NRE fixed
TribeStartArea campfire creation optional
fuel to effect settings tidy up
Reworked Pool a little bit to make it more consistent with PooledList.
Wrote a unit test for Pool
Removed the requirement for NUnit using directive in PooledList, that releases doesn't get confused.
Moved PooledList into Utility/Pool folder.
Removed Before.Utilities namespace, that Pool and GameObjectPool now lives directly under the Before namespace.
Fixed BuildingView.Start interfering with loading of building construction state visuals
Removed hacky Tribe.HomeFire crap, related selector
fixed a bug with the wrong f/x being played when silencer attached
UI hotspots are only active when their parent screen is also active
Debug spawned items spawn a little above ground to prevent them falling through
added test arena 3 with collision wall test
Fixed BuildingView renderer mapping references being cached in prefab data because I'm a stupid cunt
Fixed buildings that require items or materials but not construction not having a construction state created on init
Ambient improvements.
Map stuff.
Fixed building data validation not ensuring that despoit interactions are always setup for buildings that require materials but not construction by units
Fixed all throwable weapons referencing the aim point inside the bow prefab (!)