194,482 Commits over 4,079 Days - 1.99cph!
Some stuff now sends using Immediate packet priority
All Monobehaviours that implement IRPCReceiver and are attached to a NetworkEntity should now be able to receive RPC calls
Testbox in build settings
Fixed some editor only crap breaking builds
Let's not unload the tribe create scene, just hide it because apparently unloading it made everything angry
ActivityManager NRE catch
Skills should have their initial level set during creation (no more Unskilled spam)
UI : Added back in/out animations to activity noficiation elements
UI : Added some preset animation boilerplate in UnitEffectIcon, effect severity defines which animation we use for now
EFfectgs : Effects can specify a Severity type in data
new trims n textures n maps for trims
UI : Activity Notifications Widget uses Effect icon + color when available
Machine process editor displays asset menu, not just label. Add process button works again.
Lowered the orange hue variation on speedtrees
StatManipulation percentage of enum/readability. Touched lots of effets data.
Made Garlic and Yams consumable. Garlic makes you smell. A lot.
200kb worth of flying heart files in case bill ever becomes gamey.
Deleted old biomedata and cloned a new one.
trying to make yam and garlic edible but errors on consume when harvested (seems ok after debug spawn)
Skip adding the CL entity name prefix if the game object name already contains it
Split herbs into their own spawn entities
Tweaked the spawn tables
Hue shifted the garlic so that it sticks out a bit less
Commenting our Zone.OnDestroy because I think it fucks bamboo?
Tunnels now show on minimap
Culls hex pieces behind player
UnitSettings.GetViewPrefab never outs a null EntityViewPrefab data package
best thing ever sorry jenny
made it so you can deshell and cook tortoises
Collaboration AI tweaks
Testbox no longer has a bunch of item spawns, uses mostly biome spawn system now besides Deer + Rabbit spawners
More legible temperature balls.
island 1 ambience stuff, time value drawer fixes