200,015 Commits over 4,140 Days - 2.01cph!
Fixed group nessssities component not being enabled on the tribe
More UI bits
Fixed gun issues stemming from itemcontainer deserialization
set composite materials to not use sRGB and tweaked composite textures accordingly, material tweaks, made alpha more solid at distance
Unpacked all materials (for now)
Cohesion will start to drain after a number of hours if requirements for a currently active necessity aren't met.
various progression related data
Ported raids to a game event, cleaned up diplomacy and other related bits
Game events no longer require a trigger, have their own ShouldRun method
Fixed bad game time passed test in AnimalRaid.ShouldRun
Rolling back 2017.3 changes
removed random human view that was floating around in the main scene
fixed GroupEntityFilter NRE
Merge from unity_2017.1.3
fixed fulfilling necessities in the wrong order causing them to not unlock properly
more wip tilefall avoidance AI (will move out of tilefall, won't move in - maybe)
necessities tidy up.
distance consideration moved to bonus on picking up corpses to stockpile.
updating amplify shader
more wip logo stuff /adding shader
Renamed the new Stockpile to not say it's for sticks.
Stockpiling unlock unlocks with crafting table completion
fix for AI advance-move not ignoring tilefall tiles
reverting burner material
TriggerSettingsWrapper cleans events on session change
GroupNecessities OnHour hookup
Fixed potential NRE related to combat activity data
added force complete button to GroupNecessities debug
Quiver has pick up & equip interaction
Working on per-level scripting stuff. Looks like lots of changes but a lot of it is renaming.