201,103 Commits over 4,171 Days - 2.01cph!
Overriding the type passed to CreateAsset in in tabs that work with abstract data types (condition, trigger, consideration etc)
Added HasAttribute Condition
Added EnvironmentalModifier Effect
Refactored shot selector, removed almost duplicate struct
Fixed SpawnGroup variance always being 0 (i.e. no variance)
Removed lamppost light source because it looks weird and flickery
Removed tiny floating mesh from radtown_small_5
fixed some seams seemingly causing seam issues.
added new wild west skybox, added shadow mesh
Added dylans sparks effect. Added new skybox, lighting and animated parts to wild west scene. Changed material colours, added clouds, tweaked orbitting rocks.
Updating crossbow source file
WIP Trigger/Condition refactor, effects not working currently but game still functions
Triggers created at runtime add themselves to TriggerManager for evaluation.
Tweaks
Fixed some deployables that should be placeable on foundations being unplaceable
Tweaked wall deploy volume thickness
I wonder what would happen if the player and animals didn't have rigid bodies
fixed pumpjack giving ore instead of oil
fixed large furnace being able to be placed on foundations
large furnace slightly cheaper
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Radtown crates no longer spawn partially inside building floors
Tweaked initial delay in LocalClock
Fixed floorspikes, barricade damage triggers not being triggers
Re-added rigidbodies to players and animals - but marked as triggers
Fix last concrete bullet impact sound having the tip of a metal impact in it
Made damage collider a tiny bit bigger in barricades
set max value in player script
animals don't need to trigger anything
Added spawn.fill_populations and spawn.fill_groups admin commands
Delete rigidbody on sleepers
fireballs no longer block movement
wood jacket uses wood protection instead of wolf protection, derp
Fixed player server colliders
pumpjack belt stops with animation
Don't check for construction in DeployVolume
more bridge decal tweaks.
CraggyIsland layer updates
skin_head prefab wasn't referencing skin_head_fem prefab. Now is doing.
Soliciting reviews in game is now against Steam's Rules
Fixed not being able to craft some inventory items
Renamed and moved main game scene
TerrainCollisionTrigger ignores other triggers
Removed rigidbodies from socket_handle and construct_vision (test)
Fixed that the SpawnHandler respawn coroutines could stop spawning when an exception was thrown
Minor foundation step terrain socket fix
Fixed a bug with calculating the percentage of how completed a building is (with respect to requirements). Related to issue #99681576
Ripping out "Controller Interactions" related code, and all interactions generated at runtime by containers
Added AddInputToMachine Interaciton and DSE
First step towards the introduction of Intention.