201,753 Commits over 4,171 Days - 2.02cph!
Fixed player commands not working
Undoing staging branch shit that we no longer need (yay)
rebaked out vertex lighting, reskinned and added skin-haircap to male pubic, made look better on non tssaa
switched fade mode from speed tree to none to save some ms
Skin icon loading rewrite (performance, memory)
Some more workshop skin profiling
Only cull game objects we culled components from when they don't have any children
Tidied up various methods in CraftingOrder and Knowledge and moved some of them to a utility class.
Added Activity when someone places a Crafting Order.
Crafting component now stores registered crafting station(s) for easy access.
Bot players fully working. Type addbot at server console to add bots.
BehaviourChainFilter renamed to EntityFilter
TargetFilterSettings holds a default EntityFilter, can be overridden where used in a GoalPlan
Fixed skin icons not calling apply after loading
SwapArrows is IClientComponent
First pass on convars for monument spawning of npcs.
fixed explosive bullets doing slightly too much damage
Merge from filtering refuckery
Helpbox hint explaining candidate filter overrides on target filters in a goal plan
Set all existing target filter usages to override default entity candidate filter, so we preserve expected behaviour from pre-refactor
TargetFilterSettingsEditor always shows filter data when viewed directly
Changed a few target filters to use first candidate mode
Goal.MakeFire scoring improvements
Initial bootstrap script import. Removed ActiveSceneCheck. Repurposed my MonoBehaviourHelper to mirror Bill F's equivalent MonoBehaviourEventCallback
Add mathods from the old Bootstrap file
more WIP color stuff and some cleaning
Minor optimisations in Effects, Flags
Made BaseGrid.ValueAtEntityPosition virtual, override in TemperatureGrid to avoid looking up closest position to entity's world position every time we used this[x,y]
Fixed some shitty oversights in DM filtering