199,327 Commits over 4,140 Days - 2.01cph!
Moving some interpolator stuff back from the protobuf project into the main one
Moved variable interpolation clock to be a single source per client.
Added reset system for leaving and joining servers
More interpolator improvements
updated textures and character parts
Added an EvaluateSimple function to ResponseCurve API, which only evaluates using the simplest form possible of the curve type specified (only support linear functions and normal distribution right now). Doesn't allow the tweaking of slope, exponential, and hor/vert shifts.
Unit test of Time Range and fixes for the stuff it unveiled.
Time Range Score now takes current hour and current minute, for a smoother score over time.
Merged in Time Range refactor
UnitView and BuildingView was hiding base EntityView Animator property without that being necessary (made Unity throw like 50 serialization errors on compile).
made meat mushrooms and berries nutritious
Protected the Animator setter in EntityView.
cop maps and tint changes
Meat scales, less meat from deer
Fixed corpses having their own view cached as embedded projectile on init
Hopefully fixing some shit with effects listing
More icons in effects list pool
Quality settings ultra default
Fixed Items.RemoveItem NRE
Fixed issue with translation of time range values
Time range compile fix, hints text tweaks
Couple of rare NRE catches
Minor ActionChain cleanup
Fixed portraits not working after game restart
updated tree and shop objects
Added BuildingConstructionStateConsideration
Desires.ClearPlayterCreatedDesires supports a list of exempt desire types
PlayerController.ExecuteBuildingCommand doesnt clear existing Building or BuildingAction
More UI
Speed cam fixes
Notifications
Removed most foods from procedural spawns, added hand placed spawns to island01
Added new considerations to building AI module goal plans, people will now prioritise buildings that are nearer completion,or require fewer resources
Target filters can now filter for interaction plans on the target entity, fixes a lot of cases where the AI would repeatedly fail to find a valid target for a given behaviour (gathering especially)
Target filter editor improvements for the above ^
Island1 spawn tweaks, added wolves.
Fixed NRE in UnitSpawner when assigning a pre-exiting building view as the base
Fixed error in TimeRangeParametersDrawer
Fixed UnitIsBeingAttackedCondition not overriding all required methods to be used as a break condition for goal plans
Hints UI stuff only shows in editor if we're flagged as BehaveAsStandalone
Fixed contextual hints showing in editor when not behaving as standalone
Switched a few resource and item gathering related find targets to use pathfinding based distance considerations
backup/progress - ironing out materials for macrodetail
Bunch of refactoring to deal with entity visibility (fog of war prep)
Camera set to follow mode by default
Button fix
Notification fix
Server pos fix
searchlight fixes/balance/visual improvements