193,436 Commits over 4,079 Days - 1.98cph!
Added Wait For Tree To Fall Action.
Woodcutters will now process trunks to logs even if there is no stockpile.
Fixed multi unit commands not assigning roles and thus not working properly.
Increased base GPV momentum to 2.
Added AI for general stockpiling of items.
Fixed CraftItemProcess Progress.
Fixed NRE in ItemSettingsEditor
Road grass decor aligns to normal
Fixed stars being occluded by atmosphere fog at night
Slightly darker sky at midnight
damage texture albedo, masks polish
added SquadEditorUnit class.
Squad editor now builds a list of available SquadEditorUnits based on mode (regular/career)
Squad editor now lists one unit per type or one unit per individual unit, depending on mode.
Weather (currently only fog) is randomized every 18 hours, fades over 6 hours
Fixed washed out sky around noon in temperate and arid biomes
Network++
Fixed hammer_update_entity crashing the game
cam.Start() will now error when given no arguments
wood/stone/metal tier atlas mask for damage + material tweaks
wip squad editor unit list refactoring so we can start to show career units
Subtracting AI behaviour
24668,
24684 (performance issues)
Fixed building ID regression on newly created buildings (changeset 24670)
Merged in from ai behaviour 3.
Some more scientist fixes.
UnitView looks for "_overlay" or "_damage" mesh instead of just damage
World stuff.
Less stamina used while running.
Bot damage working correctly
Fixed bot player not setting ServerPosition
Moved character collider + other stuff
Cohesion to component WIP
Facepunch.Steamworks meta files
Throw exception and fail the build when skinnable item name is incorrect
Fixed small build log typo
Fixed humans not animating
Gibbable.DoPrepare error message tweaks
Moved xmas event meta file
Deleted ocean clutter prefabs (unused)
Nuked Human and Animal entity types, merged everything into Unit/UnitView. Removed IUnit interface