201,778 Commits over 4,171 Days - 2.02cph!
Fixed NRE in PlayerMetabolism
added extensions class with Color.ToHex
Color.ToHex() now converts to Color32 so it can be formatted as hex
Gathering for crafting actually looks for required items and not just any items.
Basket crafting AI now uses crafting orders and not leftover desires stuff.
Removed some old data.
un-override the filtering on the target filters for gathering for crafting
food AI curve tweaks.
AI debugger no longer says "score inherited from GoalPlan" when it's actually from a Goal.
People no longer drop needed items when crafting when more than one of the same item is required.
added CareerLeague.NextPlayerFixtureSetEvent.
GameColorManager now listens for this event, sets kit colours.
Added GM.PlayerDroppedWeapon( ply, wep )
Potential vrad.exe performance improvements
Added CandidateEntityFilter.EvaluateSingleEntityPerDataId
Behaviour data warnings when action is null
Fixed RoleSelector not updating current role icon properly
Fixed Unit.Roles.CurrentRole being null
Scientist behaviour improvements.
More on cover points.
testing Possessions tracking the current Goal when an item is picked up and removing when the Goal changes
Eliminated GC allocs from crafting UI
remove unnecessary navmesh sampling from RandomDestinationSelector
Handled potential NRE in DecisionMaker.CreateDesiresOnFailure (in this cased caused by DesireTypes enum change, to be fixed by future refactor)
Fixed "EvaluateSingleEntityPerDataId" candidate filtering option not being properly checked in TargetFilterUtility.FilterEntities (was only working in "First" mode)
Fixed all morph cache GC allocs when sources are cached
Disabled morph cache data compression; traded for perf
Reduced morph cache mesh instantiation/copy overhead
Added debug filter log when we ignore something during DM filtering due empty dispenser
Item.Grass no longer has a Dispenser component
Added eat / drink debug convars for admins / devs (similar to hurt console command, can also take negative values)
Buildings can now specify addons and upgrades as default, and they will be built upon completion of the building.
Added Find Unused Assets editor window, that generates a list of all DataAsset derived assets with no references in other others (but not because it's absurdly slow)
Caching hair set morphs on startup
Douglas Fir LOD polish and settings
fixed hydration + calories stats being padded by respawn
fixed ConsumeFood tip
Fixed healAtCampfire tip
Changed reflection probe time slicing to "individual faces"
Changed default server.metabolismtick to one second
RosterGeneration now picks X random unit types to fill teams with isntead of the first X types
FindUnusedAssetsWindow display bits
Removed itemoutline test convar (showoutlines still exists)
Pine tree LOD polish and settings
Pine trees LOD polish and settings