193,229 Commits over 4,049 Days - 1.99cph!
Commented out a debug log
5.6.0f2 shader auto-updates
Fixed NRE in Ambient Sound Player
EntityViewUtility fuckeries
Automated Windows Build #649
Automated Linux Build #649
render.GetRenderTarget will no longer push an invalid ITexture if there's no active rendertarget
Building core occluder meshes to double-sided single sheet
Switched to occluders material to match monuments
Another ArgumentOutOfRangeException
Looking at window instancing.
AmbientSoundPlayer uses TimeRange, added some utility
AmbientSoundPlayer no longer uses AudioManager, instead requries AudioSource sibling component
Some syntactical cleanup, but solution looks great!
Removed missing atmospheric music reference
Remade berry bush view
Fixed some issues with TakeFromDispenser
HarvestFoodConsideration now DispenserItemFoodValue, writes to blackboard.InteractionPlans
Added BlackboardKeys.Dispenser
Fixed bad FuelToEffect.Progress value
Fixed machines not updating shader animation values when items are removed
Various food AI module tweaks
Muzzleboost world model lod updates
created road barriers and traffic lights. added to unity with prefabs
added lights to hex prefabs and starting to add street lights to prefabs
seems to be more or less working now
arena hidden in menu, space theme applied when entering menu
Stripped Mesh.MarkDynamic entirely because it's retarded
Reset game time when restarting or starting a new session
SmartObject subscription logs are gated by AIManager.DebugLoggingEnabled
Removed debug logs in FuelToEffect, fixed incorrect DateTime comparison in OnHour callback
Fixed fuel to effect not consuming items as they burn
Reverting old building code
Don't instance buildingmeshes yet.
help text for map edit mode
Fixed rare ArgumentOutOfRangeException in InvokeHandler
squad/map editor load help prompts
Working towards fixing the issue with DM.