199,192 Commits over 4,140 Days - 2.00cph!
Code generator should now automatically generate code upon reloading the code in Unity.
Removed concept of Parallel Actions from ActionChain
Added "graphics.lso" command to enable large scale occlusion
Fixed a few more bugs + simplified inspector
Effects editor and data cleanup
Cleaning up debug entity spawning (buildings work now)
updated to b19
stone spear cheaper
furnace / storage box earlier (before metal objects)
Tweaked default values; fixed toggling
added meat meshes to animals
updates to vm source anims
set up aim throwing for bone knife
updates to other throwables
Activated command-buffer merge to PBR g-buffer occlusion and multiply on camera target, intead of post
Removed ExecuteInEditMode
Merged from large scale occlusion branch
Merged from large scale occlusion branch
Switched to using CommandBufferManager to ensure CB ordering
Added large scale occlusion to MainCamera prefab; inactive unless toggled via graphics.lso (experimental)
Code generation now stores stuff to PlayerPrefs that should avoid unnecessary regeneration
Fixed lso compute causing leaking during blur
Behaviour widget improvements
World/Ground clicks close radial when open, but do not clear selection
lowgrade fuel default unlock (DERP)
Fixed potential client side NRE
FOR FUCK SAKE fix foreground shader render
UI tweaks/cleanup
Player tutorial task tinkering
Fix for stat measurement trigger using incorrect normalized/max values
Fixed various aspects of tasks and their triggers not working correctly.
apparently this changed, may be important I have no idea
Dome ladder fix
Moved small refineries to renderer lod and fixed a few broken placements
Moved code gen and camera util scripts to Scripts/Editor/Utility
Added UITween third party
Added archery skill to Human
Updated Candelight handles
Added some tweeing third party
Removed UITween because it was wank
Buildings init components mapped to state
Added networking items to city scene
Split common combat AI module Fight goals into Fight and Defend, should improve Unit behaviour when they miss and initial shot from player command
Human Food AI module corpse cooking fix, potentially
GroupedCondition renamed to OrCondition, does what you might expect.
More Human Food AI Module tweaks
Units play deselect instead of shrug sound on commands
Fixed fleeing destination calculations being performed on destination rather than direction
improve deer ragdoll (still not great)
fixed arrow rotation