199,294 Commits over 4,140 Days - 2.01cph!
Fixed MachineProcess.IsAvailable never being set back to true when the items are removed or used
Improved machine process availability checks (cache dependency state)
FOR FUCK SAKE shaderforge
FOR FUCK SAKE tweak temple tile textures
Human/Hunting AI module has "Is Sleeping == false" condition
Increased momentum drain on idle goal plans
FOR FUCK SAKE removing board
Added some debug logging for selected unit subscription changes in SmartObject
BehaviourChain.SetActive active returns if CreateInteractionBehaviour fails for any reason
Replaced BehaviourChain.CurrentElement property with GetCurrentElement method
NRE catch in PlayerProgression.OnUnitGoalChanged
GoalPlanVariant.SetActive and BehaviourChain.SetActive both return bool, better handling of failure
BehaviourChain.Break calls CancelSmartObjectSubscriptions before breaking the currently active behaviour
Removed old call to BehaviourChain.CancelSmartObjectSubscriptions
CancelSmartObjectSubscriptions should be called consistently from BehaviourChain with respect to IsBroken check.
Remove dangling CancelSmartObjectSubscriptions from Agent+Behaviour (from past reservation logic).
BehaviourChainElement handles smartObject unsubscription
FuelToEffect.AddItem only adds time to the process EndTime when already running, else we let StartImplementation do the calculation
Fixed machine process being stopped in Tick due to stupid code
BoardView now sets tileset render settings
Rocket facility site / roof buildings, doors, warehouse interior, windows
Show invoke handler tasks with "perf 7"
GPV score comparison logging
ServerVar is always ServerAdmin = true by default
Added ServerUserVar (1:1 replaces [User])
Updated old convars to use new attributes
ServerVar is always ServerAdmin = true by default
Added ServerUserVar (1:1 replaces [User])
Updated old convars to use new attributes
Small improvement for NPC collider updates.
Fix for NRE when opponent hovers empty tiles
Added Facepunch.UnityEngine for TimeWarning class
Merge from invoke_handler
BinaryHeapPriorityValue replaces LastDecisionScore in the binary heap random selector.
holosight worldmodel lod updates
lasersight world model lod updates
added pop in animation placeholder to kill feed entries
Added lots of timewarnings for profiling ideas.
Quick fixed menu UI until we determine that the canvas changes are on purpose
Reduced default animal populations
DoEffect warning spam editor only
Reduced shadow distance. Better frames, minimal impact.
Working towards fixing the issue with DM.
squad/map editor load help prompts
Fixed rare ArgumentOutOfRangeException in InvokeHandler
help text for map edit mode
Don't instance buildingmeshes yet.