194,204 Commits over 4,079 Days - 1.98cph!
Fixed incorrect display of hours since death of a player controlled unit
Fixed FoliageDisplacementManager calling Camera.Render
Integrated closer with navmesh surface and navmesh link for better debugging.
Cherry picking
21682 (Parallel.Call) to avoid future merge conflicts in Facepunch.UnityEngine
Enabled mountain splat transfer
Optimized monument and mountain terrain data transfers
Parallelized monument and mountain terrain data transfers
Added TerrainMap.ForEachParallel (parallel software rasterizer)
Biter health 6->10, attack 6->3
Added UnitCategory to UnitDefinitionSO, categorised units.
macOS: Game uses OSX 10.7 SDK - mouse cursor not implemented
Hopefully fixed a bunch of seasonal transition issues
player commands should now unsubscribe an existing subscriber in order to force a subscription
Interaction plans define priority in their wrapper, smartobjects return first interaction in order of priority when using GetDefaultInteractionPlan and default defined in data is not available
Fixed WeatherWidget NRE in Update before game has finished loading
update tree wobble code a bit
Fixed VectorUtility.GetAverageGroundNormal not actually averaging the result ;x
Hacky fix for selected units blowing themselves up leaving them selected (need to move SetNextState stuff from command to commandblock soon instead)
Better tree wobble gating
People pick up thrown weapons again
Added Energy to vitals widget, moved temperature to weather widget
viewmodel organisation - clean exports for vm
Zones now keep track of what gangs are selling drugs in them and the controlling gang.
Fixed Navigation.IsValidDestination using agents active path (added buffer path)
moved enemy camp somewhere else
Defer Senses flag on UnitCollections will cause collections to route any CanPerceive requests to the leader of a collection
Navigation isStopped safety
macOS: gmad/gmpublish use OSX 10.7 SDK
macOS: Dependants use OSX 10.7 SDK
Fix for burner self targetting sometimes (?)
AI move-attack now correctly checks if units can move
Removed bad knowledge overlay widget entity in view check
Testing entity path validity cache in UDM (once per simtick)
Zone next season setup on first time init
macOS: LuaJIT builds use OSX 10.7 SDK
Burner damage range is now 3-4 up from 2-4
Launcher attack no longer LOS checks units
Foliage displacement no longer creates a second camera (eliminates all overhead)
WeatherWidget listens to events on WorldManager rather than doing a check for season changes every day