193,839 Commits over 4,079 Days - 1.98cph!
Added optional dual masked hair layers to core/skin shader
Sleep AI tweaks.
Fixed stockpiling AI.
Removed entityView hack that disables all NMOs
removing NMO from buildings
removing NMO from buildings
Color coded consideration curves in the AI designer :ok_hand:
Pine trees / better snow textures
Split TODLightConsideration.TimeMeasurement mode to TimeConsideration
Added IdleTime, WorkTime and SocialTime considerations
EffectsList can filter by severity level
Reset severit levels for all effects because enum flags
temporarily turned off male asian hairdye switching. working on blondes and ginger colours with new system.
Fixed effects not showing tooltips
Added inspect button to selected unit widget
Subtracting leantween shit
Testing unitView animator culling mode and gating Update/LateUpdate when out of view
Navmesh is rebuilt after building placement
Disabled all navmesh obsctacles in entity views
Updated Unity's navmesh stuff
Nerfed berry bush growth rates
RivalDeath activity no longer creates notifications
Supplies component tracks food categories separately.
Added appropriate considerations.
Removed unused skin shader variations
EntityView.Update no longer virtual, BaseEntity.Position returns BaseView.transform.position if possible
Reflective normal flip for foliage two-sided lighting
Scientists check path distance between target and cover points, not just straight-line distance, to find best suited cover points for advancing and flanking.
more multi-league support work, fixed career mode start crash
Event music triggers must be flagged IsGameValid
Passing in client info via struct
Fixed Corpse.IsBeingCooked being set to true when added to a stockpile
Fixed corpse decay being calculated when being cooked
Fixed cooked and depleted corpses not being removed from the fire and destroyed (hopefully)
Grazing spots now have limitless effects to dispense
Hunters now also get the Cook AI module, but wont gather items and fill containers
DECLARE_ACTTABLES & IMPLEMENT_ACTTABLES