199,294 Commits over 4,140 Days - 2.01cph!
NRE fix for the AI Settlement not having a level
Fixed settlement info widget exp slider NRE
Non-player controlled settlements set their initial level in OnCreate
null check all the things
Fixed ProvidesRequiredItem not using its modes properly and just relying on a messy if else check against blackboard contents.
don't use prehistoric vpk.exe
Cleaned up entity view fog management
Stick harvesting now has same goal momentum as stone harvesting.
Stick harvesting has wood gathering job.
Moved general gathering module down in priority
Corpse stockpiling moved to cooking module
Fixed Unit.Items.TrySwitchHands not checking whether the other hand can take a new attachment
don't require attachment points to harvest sticks
Fog of war state checks in some overlay UI
Scoreboard only visible when tab is held down, bg blur
Target filtering does "cheap" taxonomy filtering before counting towards the max total entities
Stockpiling AI improvements
replay command delays, more replay debug logging, more bug chasing
added coach cap, coach whistle and coach headset prefabs, textures materials and coach whistle effect. need to set up icons and finalise
Needs UI basics
Unit equipment only shows occupied slots
Create needs from crafting failure/blocked activity
Moved trigger evaluation to centralised tick in EntityManager
Goal failure activity can also create Needs for the unit, and remove them on next completion
Fixed needs display not initing
Inspection window paperdoll support
UI equipment icon mode, editor
Fixed triggers not being evaluated
human female fabric clothes
proper asset assigned to human female fabric chest
removed null consideration
Inventory drag and drop icons (drop into game view to take off/drop items)
Update portrait clones on clothing change (this is shit and needs some refactoring)
ocean paths are now optimized and smoothed
ocean paths now shrinkwrap to the island based on depth and distance from terrain
two ocean paths (near/far) are generated and cached at startup (TerrainMeta.path.Ocean*)
Stat bars can show raw or %