193,456 Commits over 4,079 Days - 1.98cph!
optional object context override through BaseEntity.Log
removed weird gather values from items
Fixed skinnables having duplicates of their model and viewmodel bundled with them by moving everything from steamitems.bundle to content.bundle
Unit race as object field in debug view
Units hold race definition, piped through UnitSettings.Create
Unit race shown in debug panel
Fixed potential TerrainMeta.OnEnable NRE
Potential fix for crash when closing the game
last set of clothing edits
Removed a number of less important profiler samples to improve profiler stability
Merge /main/macos - macOS builds use libc++ & 10.7 SDK
removed DistanceMap because it's slow and we don't use it
Morale threat map uses delayed init
Moved the stunt stuff out of car rig and into player
Display stunts, drift and air
Removed "is being attacked" condition from Animal/Combat/Defensive
Changes to animal combat AI
Added BaseSelectedUnitWidget flag change callback, used by UnitCommandsWidget to update button state accordingly (dead/disabled people cant craft or build)
Added Unit.Flags.OnFlagsChanged event
more playerController dead checks
cleaning up PlayerController selection handling, WIP support for selecting dead units
macOS: Implemented mouse cursor with 10.7 SDK
Fixed missing CameraParticles component on player camera prefab
Fixed BiomeMaterialObject onEnable fucking everything
block animal from using attack root motion if allready attacking root motion
Human/Shelter goal plans inherit goal score
Hatchets and pickaxe - Updated to latest rig, added arms, clean exports, rebuilt prefabs
Fixed various delayed inits
Fixed LOD warnings in workshop item viewer
Removed legacy functionality from GameManager
Re-enabled lowercase conversion warning when creating prefabs (standalone)
Another UI fix introduced in 2017 Unity update
Fixed menu scene not having correct lighting when quitting to menu while the player camera is viewing an interior space (caves)
Fixed supermarket products LOD issues
Cleaner seperation of server and client in ai code.
No nested coroutines in navmesh grid generation.
New convars to control navmesh grid generation (cell size and height).
let's not be too literal about nospawns
Fixed Session trying select a unit when there's no units in the player.Group
Supermarket products finished textures
enabled tribe start in testbox