200,540 Commits over 4,140 Days - 2.02cph!
AI tweaks (LOS tweaks and AI behaviour tweaks).
Include terrain in BaseEntity.IsVisible
removed buzzing sound and smoke from light fixtures 'on' prefabs
Fixed error as warning msg.
Socket_Base shit is done in DoPrepare instead of OnValidate
Improvements to Entity.GetKeyValues() - Vectors actually work now, added support for FIELD_SOUNDNAME and FIELD_EHANDLE
Fixed monument navmesh on Compound
Update Compound scene with new monument navmesh settings.
Geiger Counter optimization
temp removed style 06 from hairsets, tweaked hair materials further to look less flat, added some more fuzz to hair_strands_diffuse texture to make hair look fuller
Removed old junk system plugins folder
Added System stuff to plugins, set up references.
Moved statequeue and interpolation
hair fuzz and material changes from hair_caps
Tweaked last known position movement AI.
Another monument navmesh tweak at Compound (last one)
Updated monument navmesh in Compound scnene (no scene2prefab).
merge from hair_caps (added morphs to facial hair 04, tweaked dyesets and materials, added more fuzz to look fuller)
Set isDead or isDowned bools when dropping carried units
Fixed radial menu layout issues caused by CommandTrigger refactor (buttons were missing LayoutElement)
Reset game speed and pause overlay UI states properly between sessions
Added IsDead override state to the human animator
Fixed dropped units having fucked rotations
Animal animator override isDead state
Deer override dead anima assignment
Fixed gamespeed changing back to incorrect values after group sleep ends
Stationary scientists at Compound looks at players if they get close enough.
Set Raid AI to always evaluate.
Tweaks to creepy look at behaviour in Scientists at Compound.
Fixed strangers being able to sleep in your buildings
Tribe leavers break all active behaviours and clear desired target.
When a Unit changes group they will assign themselves a random settlement
PresetManager, whatever that is