200,013 Commits over 4,140 Days - 2.01cph!
Two new console commands:
fill_stockpile - fills whatever stockpile is under the mouse cursor with the appropriate item
finish_build - finishes the construction process of whatever building is under the mouse cursor
perimeter wall decal mtl set to cutout
rocket crane procedural lift prefab / manifest
Launch site scene update / scene2prefab
replaced lift to update prefab-id / scene2prefab
set up hands for data defined item holding posing
Added checkpoint to airfield entrance
UnitDmg now includes a ref to the attacking unit so it doesn't need to be tracked separetly in AI calcs.
Renamed UnitDmg to UnitDmgInfo
Fixed intersection between rocket and scaffolding
Fixed rocket factory trim colider
Fixed invisible blockers
Fixed support beam colision
Fixed gaps in warehouses
Fixed missing coliders on turbines
Fixed modular pipes turning black
Fixed portacabin stairs
break down of rocket_crane_floor_b
removed some rods on rocket_crane_lift_shaft
Way down the rocket crane
Increased riverside / roadside topology radius
TerrainAnchorGenerator takes offset range
Junkpiles only spawn next to roads and powerlines
Junkpiles no longer align to the terrain normal
AI helper function to get a list of ordered unit damages for a provided list of attackers
Made going down the crane more obvious
Terrain anchor improvements
Added console command:
god_mode - pass true or false to enable/disable god mode. God mode stops player controlled units from dying (they can still take damage)
Rocket factory changed lift leading to the roof
Adjusted terrain anchors on all monuments and caves (except launch site)
Adjusted terrain anchors on the launch site
PrefabParameters is now a PrefabAttribute
Adjusted ore spawn rules so they really only spawn near rock formations
TileScorer can now collate individual tile scorers to get a combined list of tile values
AI now prefers higher terrain when moving as default action
Cherry picking
21442 and
21443
Adjusted temperate biome ore distribution (50% stone, 25% metal, 25% sulfur instead of 33% each)
driftwood material tweaks
Lifts / roofless variants
mtl fix on old train crane
added grass displacement to Trash-pile-1 otherwise lost in grass
Removing greybox models left from prototyping time
Added MovementDirectionScorer which scores tiles favourably the further up/down the board they are from the unit, based on the advance/retreat flag
renamed Practice button to Play A.I and make it not editor-only
Driftwood can be gathered
Removed unused feedback icons
lifts were missing a decal renderer script
chunkier barrel hit sound
barrel gib effect
pickup items play a sound instead of moving to inventory silently
gibs have an 'explode' option to push them away from the source object
More aggressive lods on rocket factory objects and walkways
Lift colider fix
Launch site Scene2Prefab
this one slipped through commits
directional armour is now calculated and saved in UnitDmgInfo
AI will now prefer attacking and moving to attack locations that let them attack units from weaker sides (sides/back) where possible
Fixed rocket factory tower lod distance
viewmodel organisation -
clean export for medical syringe
Removing some old unused prefabs
Updated spawn prefabs (some stuff for Barren and some reordering)
Server list now comes from manifest
Fixed server connect issue