202,068 Commits over 4,171 Days - 2.02cph!
NPC
Some AI cleanup
Updated NavMeshComponents to 2017.1
New Apex binaries
fixed @gang duplicate messages.
Added TargetFilterConsideration for scoring entities corresponding to the given criteria.
Added a ConsumeValue mode to EntityValueConsideration.
Updated some data on consumables.
adding blur shader
setting up blur stuff for ui panel
Working on a simple trading table
Fixed misleading cookable tooltip text
Added an Eat a Piece interaction to corpses that is available once a corpse has been cooked that doesn't require an axe
Fix dead units getting their navmesh agent turned on because of another navmesh fix
Fixed machines not persisting their entity list, which fixes animals on spits not being clickable after a load
ui tweak, sorting ui layer / blur
Scene stuff
Improved loot tables
commenting out overUIcamera stuff in the customization editor to avoid it to render black screen
Merged from main yet again
Minor water tweaks + downscaled caustics textures
wip match definition rework for tutorial prep
slack trigger update test
Dont go hunting without a weapon
Fixed agressive water flicker in planar terrain when TSSAA is enabled
SpawnHandler destroy fix/NRE catch
Spawn refresh fix
Saplings in birch spawn
Nuked old tall pine
awesomium binds are asynchronous (returned values by Lua go to callback)
Attempt at fixing potato mode snow-related shenanigans
A bit of BaseMelee hit detection rewrite.
avatar emotes can now specifiy a visible duration.
PlayEmote() can now just take a string to display without a full definition.
AI taunt emotes can now be disabled for tutorial
Terrain meta editor buttons for topology paint channels
Various visual bits
Merge from the other place.
don't use insert_or_assign