224,697 Commits over 3,714 Days - 2.52cph!
added force complete button to GroupNecessities debug
Fixed potential NRE related to combat activity data
GroupNecessities OnHour hookup
TriggerSettingsWrapper cleans events on session change
reverting burner material
fix for AI advance-move not ignoring tilefall tiles
Renamed the new Stockpile to not say it's for sticks.
Stockpiling unlock unlocks with crafting table completion
updating amplify shader
more wip logo stuff /adding shader
necessities tidy up.
distance consideration moved to bonus on picking up corpses to stockpile.
more wip tilefall avoidance AI (will move out of tilefall, won't move in - maybe)
fixed fulfilling necessities in the wrong order causing them to not unlock properly
Merge from unity_2017.1.3
fixed GroupEntityFilter NRE
removed random human view that was floating around in the main scene
Rolling back 2017.3 changes
Fixed bad game time passed test in AnimalRaid.ShouldRun
air control stuff, lots of minor tweaks with exposed variables
Ported raids to a game event, cleaned up diplomacy and other related bits
Game events no longer require a trigger, have their own ShouldRun method
various progression related data
Override IGamemode.LoadMap for MusicBox so it doesn't load a map
Cohesion will start to drain after a number of hours if requirements for a currently active necessity aren't met.
Unpacked all materials (for now)
Fixed tooltip position for small-width options items
Added option tooltip strings
Added tooltips for control bindings
set composite materials to not use sRGB and tweaked composite textures accordingly, material tweaks, made alpha more solid at distance
Fixed gun issues stemming from itemcontainer deserialization
Fixed group nessssities component not being enabled on the tribe
More UI bits
Added options menu tooltip display
Moved to Unity 5.6.3p4
Little bit of organization and added double jump