201,544 Commits over 4,171 Days - 2.01cph!
removed basic attack def from unit def as it's never used
Tweaked time ranges and scoring based on time ranges
Restored lazy caching of various name properties in DataAsset
merge from MT level design
merge from Mini water well monuments
un-inverted a curve that was making people sit by fire
static building parts fix
added recycler to junkyard
NPCs can now use patrol points.
It's now possible to limit the max subscriptions on a positional interaction
Significantly more cliffs and hills
Why do you hate me Plastic
Debug log ICanvasRaycastFilter count after UI init
render.Capture and render.CapturePixels will now silently fail when the Steam Overlay is active
Fixed Building.ForceConstructionComplete NRE
Resave island1
Disabled DSE caching
TerrainBlendObject NRE fix
Items component cleanup, hopefully fixing repeated failures to stow things
More AI tweaks.
Removed now unused EndsMomentum field on GoalPlan.
Removed pillar building block (how much outrage could this possibly cause?)
Removed support socket type
Removed support socket from floor prefab
Fixed stow event data not being set as active
Disabled Human/Shelter/TakeShelterInInterior until we fix caves
added GameTagModifier (unit stat stuff, not gameobject)
career unit modifications wip
rt for frame blending
clear backbuffer after swap
career UI unit buttons now fire click events.
career unit mod apply/remove.
career unit mods get applied at the start of matches.
for testing: clicking a unit in the roster lit applies a +5 health mod to it
Rivers are no longer green
Role selection foldouts use regular tooltips instead of their own label (UI graphic count reduction)
added unit mod protobuf defs
CareerUnitMod and CareerUnitMods serialization
CareerUnit protobuf/serialization of mods
unit mods serialize with career saves.
removed test code.
added unit mark to careerunit.
protobuf and serialize it.
Reduced effectList max pool size
Removed some reproduction logs
Actions.WaitRealtime uses TimeSince