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Unit.Knowledge stores a dictionary of new EntityKnowledgeData struct instead of DateTime to track
GroupKnowledge no longer stores arrays of entities, instead relays data to other group members
Removed "Group Knowledge" entity source in DM
Automated Windows Build #629
Automated Linux DS Build #629
Automated Linux Build #629
Deprecate Type::INVALID & added Type::NONE
CLuaInterface cleanup
Added Angle/Vector types to public Lua interface (+optional use of source's angle/vector types)
Stripped INeedsToStartDisabled (we do this for all prefabs anyhow)
Removed LODBatch (obsolete)
Added foliage displacement to foundations
Foliage displacement culling
FOR FUCK SAKE unit animation controller
!A tile prefab stuff
Fixed filtering by ItemType not working in UnitDecisionmaker
Fixed joining Craggy Island / Hapis Island servers wiping map cache
cave_puzzle_b segment way in/out (Death pit can be walked down to to recover your loot)
Added support for behaviour chain elements to filter candidates by EntityType specific taxonomy (ResourceType, ItemType supported)
Added Facepunch Steamworks
Added Standalone GA perf analytics event
Version++
Record initial camera position to demo
Voice data recorded to demos
LOS works with weird ass terrain now. I think?
added shaderforge to foliage project.
rebuilt foliage prefabs
created new materials from lost ones
checked everything has correct name and material
Stat tweaks and balancing systems.
NPC stats hover UI update. New system for multiple drugs basically working.
Working on buying systems
Big changes to addiction stats to handle multiple drugs, unlocking new types etc. May still change further.
Added ping display to network info screen. Also ignoring project *.user files.
added profiler hook and clarified some comments on unit selection raycast code.