193,692 Commits over 4,079 Days - 1.98cph!
fixed hydration + calories stats being padded by respawn
fixed ConsumeFood tip
Fixed healAtCampfire tip
Douglas Fir LOD polish and settings
Caching hair set morphs on startup
Added Find Unused Assets editor window, that generates a list of all DataAsset derived assets with no references in other others (but not because it's absurdly slow)
Buildings can now specify addons and upgrades as default, and they will be built upon completion of the building.
Added eat / drink debug convars for admins / devs (similar to hurt console command, can also take negative values)
Item.Grass no longer has a Dispenser component
Added debug filter log when we ignore something during DM filtering due empty dispenser
Fixed all morph cache GC allocs when sources are cached
Disabled morph cache data compression; traded for perf
Reduced morph cache mesh instantiation/copy overhead
Fixed "EvaluateSingleEntityPerDataId" candidate filtering option not being properly checked in TargetFilterUtility.FilterEntities (was only working in "First" mode)
Handled potential NRE in DecisionMaker.CreateDesiresOnFailure (in this cased caused by DesireTypes enum change, to be fixed by future refactor)
remove unnecessary navmesh sampling from RandomDestinationSelector
Eliminated GC allocs from crafting UI
testing Possessions tracking the current Goal when an item is picked up and removing when the Goal changes
Scientist behaviour improvements.
More on cover points.
Fixed Unit.Roles.CurrentRole being null
Fixed RoleSelector not updating current role icon properly
Behaviour data warnings when action is null
Added CandidateEntityFilter.EvaluateSingleEntityPerDataId
Added GM.PlayerDroppedWeapon( ply, wep )
Potential vrad.exe performance improvements
added CareerLeague.NextPlayerFixtureSetEvent.
GameColorManager now listens for this event, sets kit colours.
People no longer drop needed items when crafting when more than one of the same item is required.
food AI curve tweaks.
AI debugger no longer says "score inherited from GoalPlan" when it's actually from a Goal.
un-override the filtering on the target filters for gathering for crafting
Gathering for crafting actually looks for required items and not just any items.
Basket crafting AI now uses crafting orders and not leftover desires stuff.
Removed some old data.
Color.ToHex() now converts to Color32 so it can be formatted as hex
added extensions class with Color.ToHex
Fixed NRE in PlayerMetabolism
results table header changed to show round number/max
redisabling the UI in the main scene
GitSync: numpad library bugfix, TTT updated to latest version, UTF8 library fix