202,043 Commits over 4,171 Days - 2.02cph!
Tribe tracker elements only refresh on demand (via thresholds for mood and health changes)
Group and Entity.EntityActivity event cleanup in OnDestroy
Fixed tutorials loading.
Triggers will now always call Initialize (previously Setup) on game ready.
Moved initialization of triggers listening to static events to OnEnable.
More on animal behaviour ai.
Finished reprojection clipping
Cleaned up frustum culling correction (still needs opt)
Reduced infinite grid cell size to 50m
Fixed occlusion culling not restoring visibility to lod component on distance cull
Cherry picked occlusion culling fix
24227
Refactored player controller to handle a single interactable
chainlink fence is rusty
barbedwire set damage triggers
dungeon fences are shoot through
match reporting classes.
linked match units to career units.
units now take durability losses for playing matches and for being destroyed.
increased team unity starting durabilities when creating a new career.
Game mode update, getting ready for respawn at place of death
Fixed building placement not working
Tribe tracker role icons, animations
Added Before/UI Portrait shader
Fixed portrait clone rotation being set to match a reference unit that is ragdolling
"triggerAttack" is the non root motion attack and "triggerAttackPounce" is the root motion one
wip career squad generation enforcing not broken units
procgen road material/texture tweaks
combat ability min range WIP.
radial now shows when holding right click.
PlayerController cleanup + logging
Radial menu buffers command data and cleans up on deactivate callback
PlayerController only clears command buffers before evaluating new target in MouseOver
Fixed RadialMenuWidget NRE
More PlayerController command buffer cleanup
Quarry rocks mesh and texture progress
Baskets now get placed instead of dropped by AI gatherers, fixes baskets full of food rolling down hills and falling into the ocean
If an item is recommended by a role definition, keep desires will now treat that item as required (fixes gatherers dropping their baskets at weird times)