19,298 Commits over 1,614 Days - 0.50cph!
Pointless loading screen polish
Removed a bunch of tags we dont use
Fixed potential NRE in CloudsOfWar OnEnable
made mushrooms not consumable for now to avoid people tripping all the time
exhausted effect remove animator bool on finish
Getting out of an interaction position should no longer display on the UI as looking for something to hunt
BEL.DrawConsiderations loop breaks later when obj ref is null
made the null considerations not null
Fixed mismatched gui areas
fixed an issue in which interactions positinos could be marked as blocked by the unit occupying them
VicnityEffectTrigger NRE catch
more tweaks to human territory AI
Weather is now managed by Zones, not WorldManager
Updated Facepunch plugins
Fixed AI tribe on island2 being player controlled
Fixed NRE in Zone+Weather.ChangeWeather
Improved Enemy and Knowledge overlay widget positioning
Fixed NRE in Building+Decay
island03 start position + splat tweak
Increased spawner ms budget
Last bit of spawning routine tweaks
Updated facepunch plugins
Remvoved ShaderForge
Updated Facepunch plugins
TribeStartArea stripped down, now simply defines a radius around itself for spawning
Various scene cleanup, navmesh rebakes
Fixed EntityEx.IsInView NRE
Moved GetAttachmentPointOffset from BaseEntity to Attachable
Comments & summaries for some bits
Moved some Zone+Biome seasonal stuff to LoadBiome where it should be
Potential Zone.LoadWeather NRE fix
Various Session related cleanup, summaries
More cleanup
Renamed Before static to Game
Current Session held by Game, not GameManager
Session/GameState cleanup
Cleaning up how UI modal state
Fixed game not running from test scenes
rabbits should be carryable now