200,037 Commits over 4,140 Days - 2.01cph!
fixed some bug with gitching walk
Safe placement fix, bin spawn table
What's new can now move through release entries
created all hex prefabs with alleyways etc
need to add some ramps to slope sections and then rebuild city
Fixed item producer error
Goal plan desire creation
Better asset grouping in AssetMenu dropdowns
Fixed Butcher interaction
Deleted cooked meat item
Data for some consumables, corpses
AssetMenu fixes for grouping and null choice
AI modules categories data
Item can override PhysicalParameters from data (corpses)
BaseEntity can override description and icon from data
FOR FUCK SAKE what's new panel screen
!A icon font
Fixed bad interactions on deer corpse
Added CanWear,Item ItemIsWorn Conditions
AssetList grouping to be consistent with AssetMenu
FOR FUCK SAKE tweak what's new panel
Clean up asset menu and asset list labels
Fixed bad condition in Interaction.Wear
charracter and shop and world art mods (rest tommoz)
initial implementation of item keeping desire checking whether it's needed
Added rollover sounds to defalt UIButton, changed Audio DSP buffer size
People now seem to drop unwanted items
fixed some issues related to desire pooling
Rocket factory interior / walkway greyboxes
More phone implementation
Building upgrades can be flagged as enabled (or not)
Spawner fuckeries
Merging the latest in from Main
making sure build still builds
fixed purple textures on stone hatchet projectile
Testing a network simulator implementation. Some issues currently
Delayed receivers as well. This is still a super buggy in-progress thing - don't use this!
Fixed StateQueue GetUpTo code that got results backwards and didn't respect the maxToGet
Network Simulator is good now! Also merged a fix from Main.