193,035 Commits over 4,049 Days - 1.99cph!
PresetManager, whatever that is
Tribe leavers break all active behaviours and clear desired target.
When a Unit changes group they will assign themselves a random settlement
Fixed strangers being able to sleep in your buildings
Tweaks to creepy look at behaviour in Scientists at Compound.
Set Raid AI to always evaluate.
Stationary scientists at Compound looks at players if they get close enough.
Fixed gamespeed changing back to incorrect values after group sleep ends
Deer override dead anima assignment
Animal animator override isDead state
Fixed dropped units having fucked rotations
Fixed radial menu layout issues caused by CommandTrigger refactor (buttons were missing LayoutElement)
Reset game speed and pause overlay UI states properly between sessions
Added IsDead override state to the human animator
Set isDead or isDowned bools when dropping carried units
merge from hair_caps (added morphs to facial hair 04, tweaked dyesets and materials, added more fuzz to look fuller)
Updated monument navmesh in Compound scnene (no scene2prefab).
Another monument navmesh tweak at Compound (last one)
Tweaked last known position movement AI.
hair fuzz and material changes from hair_caps
Moved statequeue and interpolation
Added System stuff to plugins, set up references.
Removed old junk system plugins folder
temp removed style 06 from hairsets, tweaked hair materials further to look less flat, added some more fuzz to hair_strands_diffuse texture to make hair look fuller
Geiger Counter optimization
Update Compound scene with new monument navmesh settings.
Fixed monument navmesh on Compound
Improvements to Entity.GetKeyValues() - Vectors actually work now, added support for FIELD_SOUNDNAME and FIELD_EHANDLE
Socket_Base shit is done in DoPrepare instead of OnValidate
Fixed error as warning msg.
removed buzzing sound and smoke from light fixtures 'on' prefabs
Include terrain in BaseEntity.IsVisible
AI tweaks (LOS tweaks and AI behaviour tweaks).