193,302 Commits over 4,079 Days - 1.97cph!
Moved Desire.CanBeFulfilled to BaseDesire
Crafting AI fuckeries
Indicator shit
Fixed sleep at fire not working (fires were missing sleep interaction)
Fixed Unit.Items.TryDepositItem invoking event before removal
Added wind flutter to foliage shader + extra control params to match ST
Indicator fixes, cleanup etc
Clear old maps from cache when world version is incremented
wolf skull fbx/prefab/textures/materials
Stopped UIManager being annoying in editor mode.
removed the pressure terrain tool as it crashes unity on startup
Tweaked power substation terrain adjustments
cooldown set to 0, heal reduced to 1
Some prefab auto-disables
Fixed rotation of roadside electrical boxes
bringing the 6 buildings over to the new colour palette and 1 material
Added TerrainFormer and TerrainPressurePaint
Hover indicator only shows for selectable entities
Fixed terrain placement of power substations not being applied
run sfx to animation event
Save game UI loads snapshots on demand, doesn't allocate new textures
Ooops, forgot to use the goal blackboard rather than temporaryBlackboard for goal plan fallbacks.
turned off shadows on all road parts in prefabs
made MM from road lod 2
set all MM to be correct
made main camera ignore MM
Fixed a few bugs, there's definitely more.
Automated Windows Build #612
Replaced bootstrap. Fixed death / respawn UI bugs.
Automated Linux DS Build #612
Automated Linux Build #612
car lods added - will need to be manually changed as "carbody" mesh is renamed to "_LOD0"
NRE fix for 2d audio sounds
FOR FUCK SAKE hiding xp text
Fix for slasher slashing himself
initial functionality
fix for vending machines destroying when walls upgraded nearby
FOR FUCK SAKE title, add test UI sound
Some optimizations. Set max goal count to 50 and max goal plans per goal to 25, as allocation presumptions for the binary heaps in agent+decisionmaker + made the binary heaps shared among all agents (since they're only ever accessed within the scope of SimTickDecisionMaker().