202,113 Commits over 4,171 Days - 2.02cph!
added profiler hook and clarified some comments on unit selection raycast code.
Added ping display to network info screen. Also ignoring project *.user files.
Big changes to addiction stats to handle multiple drugs, unlocking new types etc. May still change further.
Working on buying systems
NPC stats hover UI update. New system for multiple drugs basically working.
Stat tweaks and balancing systems.
added shaderforge to foliage project.
rebuilt foliage prefabs
created new materials from lost ones
checked everything has correct name and material
LOS works with weird ass terrain now. I think?
Voice data recorded to demos
Record initial camera position to demo
Added support for behaviour chain elements to filter candidates by EntityType specific taxonomy (ResourceType, ItemType supported)
Added Facepunch Steamworks
Added Standalone GA perf analytics event
Version++
cave_puzzle_b segment way in/out (Death pit can be walked down to to recover your loot)
Fixed joining Craggy Island / Hapis Island servers wiping map cache
Fixed filtering by ItemType not working in UnitDecisionmaker
FOR FUCK SAKE unit animation controller
!A tile prefab stuff
Foliage displacement culling
Added foliage displacement to foundations
Stripped INeedsToStartDisabled (we do this for all prefabs anyhow)
Removed LODBatch (obsolete)
Deprecate Type::INVALID & added Type::NONE
CLuaInterface cleanup
Added Angle/Vector types to public Lua interface (+optional use of source's angle/vector types)
Automated Linux Build #629
Automated Linux DS Build #629
Automated Windows Build #629
Unit.Knowledge stores a dictionary of new EntityKnowledgeData struct instead of DateTime to track
GroupKnowledge no longer stores arrays of entities, instead relays data to other group members
Removed "Group Knowledge" entity source in DM