202,381 Commits over 4,171 Days - 2.02cph!
Fixed sleep at fire not working (fires were missing sleep interaction)
Fixed Unit.Items.TryDepositItem invoking event before removal
Moved Desire.CanBeFulfilled to BaseDesire
Crafting AI fuckeries
Indicator shit
Enabled splat transfer on cave_large_hard (fixes terrain hole that's overgrown with grass)
wip support for multiple attack types per unit
generic basic attack defs
Desires refactor WIP (not compiling yet)
Merging in Bill Ford's UI updates
Fixed warnings. Added networkinfo.
Another merge from new UI
Fixing some missing reference exceptions, removing some stuff with Bill's permission.
Added intial NPC status UI
Icons and building stuff.
Let's test goal and goal-plan for 0, since it "can" be at the top of the heap if there's nothing better available.
Automated Windows Build #613
Merging multithreaded batching
Found the bug causing woodcutting rampage.
Cleaned up and removed old DM paths.
Merged in Decision Making refactor (from recursive and re-evaluative approach to iterative/heap-based and evaluate-once).
SelectedInteractableIndicator cleanup
Increased allocated size for goal- and goal plan - binary heaps.
Fixed debug builds
Replaced queued console-print vector/mutex with TSList
Automated Linux Build #614
Automated Linux DS Build #614
Automated Windows Build #614
Fixed colliders not batching on server load
Fixed clientside exception
Switched truck to use new player setup
island01 tweaks & changed the terrain former script a bit
Sky+Camera scene auto loads and unloads when working on scenes with a Zone component in them
Old EnumComperer removed, added some classes for other enum types in EnumComparers,
Networked mode uses arcade truck
Added wolfskull worldmodel
reduced tri count of LOD1
Increased min distance between caves (more space between their nobuild volumes)
Don't place prefab mountains on maps that are smaller than 3000x3000