199,294 Commits over 4,140 Days - 2.01cph!
Reverting old building code
Fixed fuel to effect not consuming items as they burn
SmartObject subscription logs are gated by AIManager.DebugLoggingEnabled
Removed debug logs in FuelToEffect, fixed incorrect DateTime comparison in OnHour callback
Reset game time when restarting or starting a new session
Stripped Mesh.MarkDynamic entirely because it's retarded
arena hidden in menu, space theme applied when entering menu
seems to be more or less working now
created road barriers and traffic lights. added to unity with prefabs
added lights to hex prefabs and starting to add street lights to prefabs
Muzzleboost world model lod updates
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
Removed missing atmospheric music reference
Some syntactical cleanup, but solution looks great!
AmbientSoundPlayer no longer uses AudioManager, instead requries AudioSource sibling component
AmbientSoundPlayer uses TimeRange, added some utility
Looking at window instancing.
Another ArgumentOutOfRangeException
Building core occluder meshes to double-sided single sheet
Switched to occluders material to match monuments
render.GetRenderTarget will no longer push an invalid ITexture if there's no active rendertarget
Automated Linux Build #649
Automated Windows Build #649
EntityViewUtility fuckeries
Fixed NRE in Ambient Sound Player
5.6.0f2 shader auto-updates
Commented out a debug log
Cherry picking door optimisations.
InteractionPosition block check is on demand, commented out failures UI debug log
Fix the among best condition in DM that we don't throw away all the best ones and keep the rest.
Sleeping effect dops all items
MachineProcess.IsAvailable is virtual, no longer persisted