115,875 Commits over 3,959 Days - 1.22cph!
Placed boat shop emblem in fishing_village_b
Fishing villages dressing backup
Wooden building - final models, added LODs/Colliders/Prefabs and impostor textures
Added studio backdrops for map makers / content creators - chroma green/blue, black, grey and white
Fixed unable place deployables a floor below SAM site
Searchlights now may only be placed on construction (but since becoming IOEntities they also no longer decay)
Fixed the power output change not propagating from the reactive target if the target was shot down
Searchlight can be repaired, pickup and reduced health
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network++ (Too many compatibility issues)
fixed missing front in EngineUI after Rohan's font asset changes
Check if player is on kayak for paddle logic
Another rotation change for items with offset gibbable components
Don't parent building block gibs
More rotation tweaks
Spotlights now use electricity instead of fuel, require 10 power
If a player is text muted also mute their voice
PrefabAttribute Equals override now ensures it's comparing another PrefabAttribute before comparing
Merge reactive target changes -> Main. Reactive targets now have optional power in/out + electrical inputs to raise/lower.
Fixed reactive target output updating
Cherry pick font asset changes
Merge from farming_optimisation
Use current flag instead of next (probably the same thing but this keeps consistency)
Roll back module entity changes (causing merge issues)
Initial work on making reactive targets accept electrical inputs. One bug remains with chained targets. Due to engine limitations, reactive targets no longer decay (now same as pressure plates)
Increase maximum length of drain calculation
Show clone option by default when mousing over plants while holding RMB (save opening entity menu)
Gravity warning when connecting fluid entities will now be more accurate and take into account whether a prop is powered
Add missing files
Set isReadable to false on TMP font atlases?
Add header above toolbar to show demo name and recorded date
Remove some hidden out of bundle references to the full fonts
StateDebugInfo now tracks state change type (enter/exit) and the world position at which the AI state changed.
Remove from benchmark list
Added StateDebugInfo, keep a history of the last 20 states and durations for a brain. (editor only)