193,692 Commits over 4,079 Days - 1.98cph!
Fixed craft order activity displaying the wrong info (requester/crafter were switched around)
Generated enums
Moved all update calls etc. to one place.
LOD meshes for the new creatures.
Animation fixes.
NavMeshObsctacle pool pre allocates, manually init in game bootstrap
UnitCollections view pooling is pre-allocated
Fixed Session.Load not yielding to world manager spawning routine
Various cleanup
moved MatchMode to GameSettings
Spawning shit all uses coroutines
WaitForZonesReady only waits for spawners that have started
merge from junkyard fixes
Removed some debugging shit
added some reason logging to squad verification.
fixed team and unit names not being removed from available name pool when used.
Skip OnPreCull / OnPreRender / OnPostRender when closing the game (wtf?)
Procedural cover point improvements.
More work on scientist behaviour.
Shutdown EAC after disconnecting from the server (crash on exit)
Patrol Helicopter debris wont float in the sky anymore when crashing at junkyard
Dispose ambience culling group in OnApplicationQuit
water_well_e - polish pass
WIP ViewFill placement system and building component
Fix ordering change that was preventing characters from loading in listen server mode
updated special fx for a bunch of weapons
Fixed saving on server quit
Added a corpse gathering goal so units fill up meat racks
Fixed NRE when users quit while they have no character, and generally fixed up the NetworkSubscriber thing a bit
Removed eating on a stick related goal plans from their modules
added tree minigame help
added ore minigame help
planters now show hydration level via darker soil (once again)
Drag selects can no longer be started while over UI (previously they could be started but with an incorrect start position)
More tests for "crash on exit"
More tests for "crash on exit"
More on scientist behaviour.
More tests for "crash on exit"
Supplies Component now uses a float value for food.
Added a calculation of this food value relative to the group size.
Inverted some Machine Process Capacity curves.
Distance Consideration now returns reverse value removing the need to change every single distance curve in the entire AI.
Skip OnDisable / OnDestroy in a bunch of plugin components