199,732 Commits over 4,140 Days - 2.01cph!
Added temperature override to debug tools
Player tutorials are no longer sequential, UI displays all subtasks
Fixed deer alert animation conflicting with isCarried state
Fixed deer not being properly attached to campfire
Fixed building container being disabled when it shouldnt
updated player rig with fixed offset
Fixed item ownership distributing far more than 100% of total XP
Updated Sqlite
Sqlite thread safe
Sqlite insert speed unit tests
Increased default server.queriesPerSecond
Fixed raknet debug output in server console
Switched to world space player names
Apparently I changed stuff in the AI Designer
Added custom version of playdead's temporal anti-aliasing
Disable Unit.Navigation NMA autobreaking
GoalPlanVariant passes blackboard through to GoalPlan SimTick for break condition evaluation
Removing unnecessary stuff from FollowTargetSettings
Fixed sneaking to target breaking all the time
CookCorpse only accepts skinned corpses, doesn't force state
Corpse decay improvements/consistency
Added SetCorpseState Acton, added to Skin Corpse Interaction
IsPerceivedByTargetConditionSettings Modes
TargetIsInRangeConditionSettings modes
Combat AI data pass
XP saving uses protobuffers, no garbage
XP databases will be converted on first run
Moved all third party stuff into Standard Assets in hope of speeding up compile times a bit
Deleted SEGI and Water2
Reduced glove and boot bullet and melee protection by 50%
Is Holding Item Condition
Is Holding Anything
Is Holding Weapon
Equip Carried Item Action
Stow Equipped Item Action
Equip Carried Item Action
Stow Equipped Item Action
Pick Up and Equip
Pick Up And Stow
Tutorial sub-task animation tweaks, play sound on complete (placeholder pop)
Building AI Module weight tweaks
rabbit eating & alert state
Added truck colours
Increased mission radius marker
Deleted Un-used GroupCanFindUnitCondition, and code from Knowledge
Senses perceived/surrounding/known units refactor.
Mixed in unity-std temporal anti-aliasing; has proper tonemap+reverse => filters bloom flicker; kept best of both
Better integration with native motion vectors
Added FXAA as an option for low end