255,844 Commits over 3,990 Days - 2.67cph!
Lowered q=0 textures to quarter res and q=1 to half res
Manual copy+paste of main/music-v2 changes because plastic is fooked and won't merge the branch
Fixed incorrect display of hours since death of a player controlled unit
Fixed possible DirectoryNotFoundException
Use jsondotnet version of newtonsoft
Performance Fix
sln/csproj
Fixed FoliageDisplacementManager calling Camera.Render
Integrated closer with navmesh surface and navmesh link for better debugging.
Cherry picking
21682 (Parallel.Call) to avoid future merge conflicts in Facepunch.UnityEngine
Enabled mountain splat transfer
Optimized monument and mountain terrain data transfers
Parallelized monument and mountain terrain data transfers
Added TerrainMap.ForEachParallel (parallel software rasterizer)
Biter health 6->10, attack 6->3
Added UnitCategory to UnitDefinitionSO, categorised units.
macOS: Game uses OSX 10.7 SDK - mouse cursor not implemented
Hopefully fixed a bunch of seasonal transition issues
player commands should now unsubscribe an existing subscriber in order to force a subscription
Interaction plans define priority in their wrapper, smartobjects return first interaction in order of priority when using GetDefaultInteractionPlan and default defined in data is not available
Fixed WeatherWidget NRE in Update before game has finished loading
PauseMenuUI now always hides when changing scene
update tree wobble code a bit
Can now watch replays selected in a web browser
Fixed VectorUtility.GetAverageGroundNormal not actually averaging the result ;x
Hacky fix for selected units blowing themselves up leaving them selected (need to move SetNextState stuff from command to commandblock soon instead)
Better tree wobble gating
People pick up thrown weapons again
Added Energy to vitals widget, moved temperature to weather widget
viewmodel organisation - clean exports for vm
Zones now keep track of what gangs are selling drugs in them and the controlling gang.
Fixed Navigation.IsValidDestination using agents active path (added buffer path)