199,201 Commits over 4,140 Days - 2.00cph!
Added Item.CanBeUsedAs method
Combat skill gain will now apply the threat bonus regardless of who is attacking or not at the time, also cleaned it up a bit
Monuments only spawn in parts of the map that belong to their tier
Added bounds to MonumentInfo (have to be fully inside the monument tier)
Removed incorrect topology script from rock_med_c forest decor prefab
When creating a new terrain, store its data maps uncompressed (Unity 2017 regression)
added MatchDefinitionDatabase
AI games take GameSettings
Added DispensableWrapper.IsUsableAsDispensedItem, indicating that the dispenser entity itself can be used in place of the item it dispensers (e.g. in crafting, machine procesess, etc)
Removed Stick and Firewood.
Renamed Big Stick to Stick.
Branches and Logs can now be put directly into the fire.
OnValidate things in SpawnPopulation and ItemSpawner to remove null spawns.
Fixed that ice lake 3 was rarely spawning
Improved ice lake 3 terrain blending
birch tree mouseover works
Adjusted biome distributions
Merge from snow_biome_revamp
input pt3, also removed next turn button event as it wasn't being used (hopefully)
A bunch of iceberg mesh fixes
Fixed stretched uvs
Stopped large icebergs from culling
Frozen shipping container prefabs
Spawn refresh button in Debug Tools World tab under "biome"
Spawn tweaks
Removed sand from arctic coastline
Adjusted offshore topology
Added icebergs & icesheets (test)
Fixed players sometimes spawning in harbors
Fix for iceberg_6 colider error
BehaviourChainFilter.OnValidate no longer forces FilterBySmartObjectViability to be false if certain conditions are not met
fixed game mode starting unlocks not being force unlocked.
added some unlocks to testbox game mode.
Acquire Materials For Fire now ignores entites with disabled SmartObject.
EntityValueConsideration now checks for carried tools not only held.
Added padding topology (edge of map)
Adjusted iceberg and icesheet spawn rules and prefabs
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Added inspector warnings when trying to add the runtime-only batching components to prefabs
fixed a case in which units wouldn't actually free up their hands to use a tool.
people will now consider dispensables that don't destroy the entity before considering those that do.
Optimized icesheet colliders
Added renderer and collider batching to icesheet prefabs
Icesheets/icebergs scene2prefab
Removed random destroy script from abandoned ships
Made ending item transfer missions clearer (both gang and personal). If we've just completed the last task, and we had a target entity, and we were looking at our inventory, and a loot container was showing, and the container was the mission's entity... Then close the inventory so they can see they've completed the mission.
Hair sets + piece descriptors
Updated hair prefabs to match skin naming format
Increased iceberg and icesheet density
Simplified icesheet coliders
Fixes to combat targetting