199,311 Commits over 4,140 Days - 2.01cph!
Booster unit changes. Increased move range 2->3, attack range 3->4 and it can now deal 1 unblockable dmg to enemy units. Updated attack description.
Attack range pathfinding now ignores teleport tile connections so you can't shoot through portals.
Removed lots of old scripts that deal with player models.
Refactored prefab pool prewarming
Increased prefab pool prewarm count (test)
Moved some destroyed checks in GoToSmartObject from SimTick to Tick.
Hopefully fixes stuck people.
Map wizard maps are playable immediately
A bit more robust AI sensation data being sent out when explosives explode.
can no longer use smoke grenades under water
Removed rigidbody from lanterns in bandit town
Scene2prefab
Stockpile removes deposited items on destroy.
More buildings are deconstructable.
Campfire isn't deconstructable for now (because it's the centre of the whole Settlement).
UI shows disabled Deconstruct command with description for buildings that can't be deconstructed.
unity editor directive for TerrainMap.Bake base method.
Validate position checks in new AI.
Moved unwarping to Unsubscribe (causes people to get stuck for some reason)
terrain blend maps for swamps and bandit town
fixed water surface size/shape in them
Don't null occupier when disabling InteractionPosition
SmartObject interaction positions are pooled
Moved BuildingView.SetPropertyBlockFloat to EntityView, used in ResoureceView.UpdateDispenserRendererProperties (should fix resources showing as full when they're not)
New AI use radio comm voices.
New AI goes dormant properly now.
Force people to unwarp when they start moving
Unwarp always sets updatePosition and updateRotation regardless of whether we warped or not
IStat.ChangeSinceLastSimulation -> LastChangeValue, added support for change direction indicators to ValueElement/StatBar
Cargo ship hull models and prefabs
update mission notification /toast UI
nre fix
smoke effect no longer gone forever outside network range
Effect stat manipulation pass, removed a bunch of weird mood changes
Fixed ai module drawer not working in effect editor
Fixed smoke grenade ordering issue with some glass windows
Fixed weather not changing
Shipping container decals
Reduced prefab pool prewarm count again (for now)
jump pads are now linked dynamically at runtime, can be grouped.
added placeholder jump pad TIleTopper.
Decay removes items from the building container
update unit animation controller to work better with the jump
jump now set move float to 1 and then back to 0 at the end of the corroutine