201,715 Commits over 4,171 Days - 2.02cph!
Attempt at Scientist LOS fix.
Converted some scriptableobject stuff to monobehaviour
Fixed default unit target command
Stockpiles can optionally use attachment points like ItemContainer
water_well_d scene fixes / quasi final state
UnitView alignment stuff gated by flags
WIP stockpile support for all entity types
Conditions.CanDepositItemToStockpile now CanDepositToStockpile, exposes blackboard key for relevant mode
Hunter AI for adding corpses to meat racks
Entity filtering can specify UnitAttachments as source for units and items
Fixed MeatRack having wrong interaction
Stockpile interaction command generator supports attached units
Disabled interior camera transition system until we make it not-shit
Removed close button and zoom meter from overlap map widget
Fixed info widget role icon not showing
more color stuff, some code cleanup
temporary assigning kit 0 and 1 after the kit database creation to avoid weird stuff in the sauqd edtor and so on
Prefab pre processing no longer deletes parents of culled game objects (fixes open server side doors on some monuments)
Fixed CanDepositToStockpile reading wrong bbkey
Actions.DepositEntity no longer fussy about entity type
AI tweaks
UI tweaks
Camera initial distance
Fixed some errors with networkgroups
Multi-selected units UI
Group supplies boilerplate https://i.imgur.com/Zvet0.gif
Fixed building placement not un-pausing the game when cancelling placement
Added building placement guide UI
Disabled tab key roles foldout shit on UnitInfoWidget
remove TryGetEntityComponent
Group supplies hookups, UI
PlayerTribe supplies event fix
Reduced GC to basically zero for reading and writing the raknet stream
NPC event trigger & sound setup WIP
Properly shutdown thirdperson on level shutdown
Giant crabs.
Arrows don't ignore armor.
Manifest.
Werewolf animation event triggers
Better "Error loading gamemode:" errors that actually describe what's wrong.
Animation events for remaining NPCs
More NPC stuff
Organized files.