202,218 Commits over 4,171 Days - 2.02cph!
Revered to old Definition version with override of DataAsset.AssetName property
Cleaned up some stat related utility and extension stuff
Added check direction for AI
Added LeanTween, wip movement stuff
Extended occlusion culling support for articulated models; added player and animal ragdolls
Culling now enabled by default
Removed culling related debug messages
Forgot to branch off. Re added steam and shit.
Removed BuildingSettings.BuildingInteractions and associated wrapper
Cleaned up filters and moved methods to extension classes
continued Utility cleanup
Effect pooling with FixedArray in Entity.Effects components
Fixed Dispensers not actually dispensing effects
Pre-allocate behaviour pools in AIManager init.
Misc effects cleanup
Fixed bad name getter in DataAsset
Add a lot of the new UI stuff
Fixed server compilation
Made thirdparty occlusion culling portable again
BuildingFilterSet supports upgrade check
Building upgrade renderers cached from view prefab on init
Building upgrades can specify an override string to use when picking meshes from the prefab
Building upgrades use new shader driven construction progress visual (rough)
LODs and vertex color painting for vegetation, R and G channels are used for detail bending
Prefabs created for all models
Overgrowth dressing scene update
Fixed BeforeBuilding shader
ignore cloaked third party metas
added collision to building
Fixed some weird debug typos, updated small hut prefab
Unity 5.4.2f2 (downgrade)
Fixed AI designer not displaying nodes properly due to invalid cast/type (ParametersId introduced to base types caused errors in editor code when dealing with serializedProperty)
merge from art_overgrowth
reordered animal shader properties
Smartobject data drawer shows interaction position warnings + button to open tool again
Added IP data for SmallWoodenHut
Fixed BaseBehaviour.OnExecuted never being invoked
split road hexes in to individual max files, working on optimising and unifying them all.
units now visually reflect sleeping only at the end of player's turn
Fixed Building's Container deposit callback exiting early
WeightedObject<T> doesn't need to inherit DataParameters
Added validation for arrays of DataParameters derived types to ensure unique ids.
Fixed CorpseDispensableWrapper class name typo
DepositItemSettings intention NRE catch
Building+Upgrades renderer cache uses lowercase obj name