201,553 Commits over 4,171 Days - 2.01cph!
temporarily turned off male asian hairdye switching. working on blondes and ginger colours with new system.
EffectsList can filter by severity level
Reset severit levels for all effects because enum flags
Split TODLightConsideration.TimeMeasurement mode to TimeConsideration
Added IdleTime, WorkTime and SocialTime considerations
Pine trees / better snow textures
Color coded consideration curves in the AI designer :ok_hand:
removing NMO from buildings
removing NMO from buildings
Removed entityView hack that disables all NMOs
Sleep AI tweaks.
Fixed stockpiling AI.
Added optional dual masked hair layers to core/skin shader
Fixed activity types having bad serverity values due to enum flags change
Disabled raycasts in human senses
Made sure all DataAasset.Warmup overrides call base, added debug/profiler asset name caching to Warmup
Douglas Fir snow variants
UnitView hides unskinned _meat renderers
Replaced all RectMask2D usages with Mask
Canvas settings, added canvi to some subscreens
EntityEx.IsInView stuff removed, now runs in EntityManager update, sets BaseEntity.IsInView property every frame
UIWidget caches scrollRect components and toggles them on activate/deactivate
Same caching for TextMeshproUGUI
Stat.OnMaxValueChanged invocation gated by designer exposed threshold
Morphs optimsations
Target filter caching experiment
Replaced some dateTime comparisons with garry's nifty TimeSince thing
Target filter caching stuff
Disabled life story (temporary client crash hotfix)
Network++
fix for 3rd person reload animations not playing
fix for worldmodels not animating when reloading.