199,778 Commits over 4,140 Days - 2.01cph!
[D11] Fix for controller rotation on xb1, ortho basis matrix for xb1 added
more replay stuff, match history entries now only created for multiplayer matches
Fixed stat bars getting wrong stats
Stat bars in large tooltip
compound bow, lods and prefab
TooltipElement can hold an IEntity reference, for more consistent tooltip handling
Fixed some bad values showing up in stat tooltips
StatBar implements IComparable for sorting by StatTypeDefinition.SortValue
UnitInspector, attib/vital assets.
Fixed perception missing its simulator
update avatar shader
adding face variation mat/texture
Implemented Goal Plan to make people wait if they want to perform an interaction but can't.
People should now pick up food as well as harvesting when filling the stockpiles.
Force Tick after setting combat target.
Fixed pingponging between targeting sleeping enemies and non sleeping enemies.
Break additive emote goal if in combat.
remove test avatar from main scene
SelectedUnitWidget
Art assets.
Attribute asset tweaks.
Activity/ActivityData IEquitable
Context menu fixes
Context menu modality, escape to close, animation
Don't need these in OnDesroy, + causes errors with it there
Merging in my building loading branch. Significantly improves level loading times on average.
Fixed bad human stat data
Tab buttons will toggle if already active
Reinstating changes that didn't come through the verge, due to the revert in #5243
Fixed global generic prompt not working
aiming at plants now shows a bunch of information about their state
Jogging actually drains some stamina, and not half a % per minute.
Fixed needs glow
Fixed item tooltips
removed empty condition group
Gathering Goal on Hunting module now checks if we're already cooking
Corpse cooking AI should check if the corpse is skinned or we have the tools to skin it
Context menu
Crafting window tweaks