200,013 Commits over 4,140 Days - 2.01cph!
AI tribe gifting items is somewhat working, still has a few issues
Added territory consideration to gift ai selection so AI's hopefully won't regift the same item multiple times
Added a good/bad diplomacy activity that pops a notification so player has feedback when they are doing something another tribe likes or dislikes
Gift component now has a value multiplier to allow for gifts of varying value
Made a new consideration to make agents pick better gifts
Made coconuts a x2 value gift
Some final testbox tweaks
Basic implementation of ladders
Merging diplomacy branch into main
Refactored UnitGroupCondition to be not be unit specific (since any entity can have a group)
Added some conditions so units won't add fuel to another groups fire (they can still use another group's fire with a diplomatic penalty)
update Squad editor, over UI camera stuff
disabling loadout in main scene
Use AsyncTerrainNavMeshBake the way it was intended.
Eliminated GC allocs from Projectile.DoMovement
Deleted another Apex folder
Enabled prefab pooling on rotting flies effect
Fixed weird profiling in SkinnedMultimesh.BuildBoneDictionary
Eliminated GC allocs from Ragdoll.RagdollSetup
Eliminated GC allocs from RagdollInteritable.Inherit
EAC API update (client side)
Network++
Merged the left click control branch in and fixed it again
merged wip refactor branch and left click controls back to main
fixed the Invalid attack cursor offset
Finished up the interactions/available attachment points refactor
Bags/back pack data tweaks
merge from interaction_hand_stuff to main
BehaviourChainFilter.EntitySources.UnitItems now includes items held in containers
female hair improvements(?)
Subtracting EAC API update
Eliminated more GC allocs from Ragdoll / RagdollInheritable
Fixed both spears, hammer, stone club missing holster points
Fixed animal model root bone references often being the parent game object instead of the root bone of the rig
BuildingRequiresItem condition evaluates items in carried containers when used in the TargetBuildingCarriedItems mode
gas pump greybox - scene update
more holster fixes (bow, hand axe, wood club, bow)
fixed a bunch of bugs with rounding errors in resource dispenser
crappier tools now yield less total ore when playing the minigame (as intended)