201,985 Commits over 4,171 Days - 2.02cph!
FOR FUCK SAKE weird shader fix
made mouth layer override instead of additive to try and fix the weird giant smile bug that happens sometimes
made city smaller, fixed up some holes
assets and controller for rolled up animal hide
Support for CS:GO nav meshes ( v16.1 )
Automated Linux Build #654
Automated Linux DS Build #654
Automated Windows Build #654
Tooltip alignment, radial menu polish
Behaviour widget cleanup
Fixed divide by 0 in TakeFromDispenser action
Improved filtering displaying in GoalPlanSettingsEditor
Removed unused ItemStates enum
Items carried animator bool
searchlight
phrases
manifest
protocol++
Better collider creation/processing in EntityViewUtility
Remade animal hide item view
Let's not try to peek into an empty queue.
Improved closest cascade resolution when using two cascades
Rocket factory interior progress
hacked projectiles to work
angle hack now goes to 0 to give long range shots a chance of hitting
Fixed some issues with animal idle AI
merge from main, version number
Let the length of a time range respect the 24 hour clock (eg. if the range is from 23 to 7, let's not get -16, but 8 instead.
slasher 2->3 dmg. whats new wording.
mreged slasher and whatsnew from main
Hints widget will automatically show on first run (and in editor every time for now sorry)
ActionChain cleanup
Cleaned up desire removal, added Desires.ClearAllDesires
Fixed Effects never ticking removal action chains
made turtle not fall though the floor when dropped, but will break next time view is remade
Fixed a bug that would cause effects to be returned to their parent entities pool before executing their exit action chain
Moved time range functionality over to using DateTime/TimeSpan.
Removed PeakTime from Score and TimeRangeParams. PeakHour is still used, but only by editor.
Current Time should only add a day if it's hour is less than the start time hour, and the end time day is greater than the start time day.