254,386 Commits over 3,990 Days - 2.66cph!
Ripping out "Controller Interactions" related code, and all interactions generated at runtime by containers
Added AddInputToMachine Interaciton and DSE
Fixed a bug with calculating the percentage of how completed a building is (with respect to requirements). Related to issue #99681576
Minor foundation step terrain socket fix
Fixed that the SpawnHandler respawn coroutines could stop spawning when an exception was thrown
Removed rigidbodies from socket_handle and construct_vision (test)
TerrainCollisionTrigger ignores other triggers
Renamed and moved main game scene
Fixed not being able to craft some inventory items
Soliciting reviews in game is now against Steam's Rules
skin_head prefab wasn't referencing skin_head_fem prefab. Now is doing.
CraggyIsland layer updates
more bridge decal tweaks.
Don't check for construction in DeployVolume
pumpjack belt stops with animation
Fixed player server colliders
fireballs no longer block movement
wood jacket uses wood protection instead of wolf protection, derp
Delete rigidbody on sleepers
Added spawn.fill_populations and spawn.fill_groups admin commands
animals don't need to trigger anything
set max value in player script
Made damage collider a tiny bit bigger in barricades
Fix last concrete bullet impact sound having the tip of a metal impact in it
Fixed floorspikes, barricade damage triggers not being triggers
Re-added rigidbodies to players and animals - but marked as triggers
Radtown crates no longer spawn partially inside building floors
Tweaked initial delay in LocalClock
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fixed pumpjack giving ore instead of oil
fixed large furnace being able to be placed on foundations
large furnace slightly cheaper
I wonder what would happen if the player and animals didn't have rigid bodies
Tweaked wall deploy volume thickness
Fixed some deployables that should be placeable on foundations being unplaceable
Triggers created at runtime add themselves to TriggerManager for evaluation.
Tweaks
WIP Trigger/Condition refactor, effects not working currently but game still functions
Updating crossbow source file
Added dylans sparks effect. Added new skybox, lighting and animated parts to wild west scene. Changed material colours, added clouds, tweaked orbitting rocks.
added new wild west skybox, added shadow mesh
fixed some seams seemingly causing seam issues.
Removed lamppost light source because it looks weird and flickery
Removed tiny floating mesh from radtown_small_5
Fixed SpawnGroup variance always being 0 (i.e. no variance)
Refactored shot selector, removed almost duplicate struct
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