201,593 Commits over 4,171 Days - 2.01cph!
Serializing ISerializables
Fixed layer on elevator volumes
Nuked Human and Animal entity types, merged everything into Unit/UnitView. Removed IUnit interface
Deleted ocean clutter prefabs (unused)
Moved xmas event meta file
Gibbable.DoPrepare error message tweaks
Fixed humans not animating
Fixed small build log typo
Throw exception and fail the build when skinnable item name is incorrect
Facepunch.Steamworks meta files
Cohesion to component WIP
Moved character collider + other stuff
Fixed bot player not setting ServerPosition
Bot damage working correctly
World stuff.
Less stamina used while running.
UnitView looks for "_overlay" or "_damage" mesh instead of just damage
Some more scientist fixes.
Merged in from ai behaviour 3.
Fixed building ID regression on newly created buildings (changeset 24670)
Subtracting AI behaviour
24668,
24684 (performance issues)
wip squad editor unit list refactoring so we can start to show career units
wood/stone/metal tier atlas mask for damage + material tweaks
Fixed hammer_update_entity crashing the game
cam.Start() will now error when given no arguments
Weather (currently only fog) is randomized every 18 hours, fades over 6 hours
Fixed washed out sky around noon in temperate and arid biomes
Network++
added SquadEditorUnit class.
Squad editor now builds a list of available SquadEditorUnits based on mode (regular/career)
Squad editor now lists one unit per type or one unit per individual unit, depending on mode.
damage texture albedo, masks polish
Fixed stars being occluded by atmosphere fog at night
Slightly darker sky at midnight
Road grass decor aligns to normal
Fixed NRE in ItemSettingsEditor
Increased base GPV momentum to 2.
Added AI for general stockpiling of items.
Fixed CraftItemProcess Progress.