199,294 Commits over 4,140 Days - 2.01cph!
Fixed NRE in AIBehaviour.ClearSmartObjectSubscription (agent's next interaction can be null)
AIBehaviour cleanup, fixed bad profiler sample
decreased length for testing
clone vat greybox for tunnels lab
Island cleanup
Compound work
Fixed monster_tentacle not dealing damage properly
Player commands refactored to a single type for easier pooling and duplication
Updated Facepunch.System
Used Facepunch.Pool
Removed Pool, GameObjectPool
More work on sensory system. They no longer freak out about flares++.
Fixed tribe tracker UI not showing
Fixed NRE in AIBehaviour caused by Reset order
Fixed fishing interaction having no tool requirements
Fixed some player commands not invoking
Don't enable NavMeshAgent when attaching Units to Items
SDL2/OpenGL Win32 builds work
Fixed player controller assigning incorrect command types
OpenGL works for Win64 too
dodge without root motion
Correct position for rat on stick.
Cooking on stick AI enabled (but you still have to manually skin the corpse)
Fixed player label in HUD for clients.
Added "Soft Camera" Fade toggle and Factor to soft particle shaders
Fixed soft particle shaders not properly fading against water surfaces
Role possessions requirements are now defined per-level. Requirements from the previous level are removed.
Role levels apply stat manipulations
Settlement levels define tribe-wide possession requirements
Settlement level requirement check logs
Removed possessions importance value
Item type enum gen, more roles def editor
Removed duplicate ListComponent since it's in Facepunch.System
Bandit town scene progress
added swamp tree greyboxes
added placeholder swamp material
Swamp placeholder material update
Add existing people to the first settlement when it gets created.
Settlement level 1 requires hand axe.
People now cook stuff on stick.
Renamed "replacement" settlement level possession reqs
Player controller selection tweak to hopefully fix info widget not always displaying
Fixed Roles component adding possession requirements for inactive roles when the level changed (i.e. on init)
Improved junkpile scientist behaviour through new sensory system ++.
Fixed settlement level possession reqs not creating desires
Fixed unit info widget not showing properly when selecting units
Added some API for settlement inhabitant joining/leaving. Units now have Settlement level driven possession requirements added/removed approriately