202,362 Commits over 4,171 Days - 2.02cph!
Crappy keep in bounds things
follow camera lerp changes
created alleyway geo for hexblocks 4-9 and exported
Interaction description tweaks
Commented out some label validation fuckery
Alert effect wakes units up
Fixed FuelToEffect having bad wetness checks
Fear stat used in flee scoring
Scared/NotScared effects renamed, added new Scared effect
Fixed the camera keyboard controls
Fixed turtle not workign (removed "ow" animation from the override controller as it breaks everything
ItemSetttings.OnValidate ensures always have a default interaction (Pick Up if available)
Fixed item views getting the wrong mass
Senses debug ray depth test off
Senses ignores unit's items
added alleyways to 17 and exported
Item validation (default interactions)
Force dxlevel 95 if no -dxlevel cmdline param specified
Automated Linux Build #697
Automated Linux DS Build #697
Automated Windows Build #697
Definitely shouldn't be needed. All the code in NetworkEntity.Initialize() has been called earlier when loading.
Adding safeguards, notes etc
Cleaner initialize path. Tackling Load next.
Switched load order to call init methods before deserialize. Some other work on Load.
Added entity sorting to put parents always before children on load.
Added Fever Illness Effect.
Added TimeSinceEffect trigger WetFor30MinutesOrLonger.
Mixture now cures sickness, which currently should remove the fever effect (1st iteration).
Somehow the Item Mixture1 View got messed up / removed. Adding it again (right now just an empty pot).
Renamed Mixture 1 to Cure Fever.
Fever effect description is slightly more informative.
MatchHistoryEntry protobuf