192,989 Commits over 4,049 Days - 1.99cph!
more weather shit, updated unity post stack, ripped out various post components
Cleaned up animator parameter warning spam
Fixed blocking animator parameters
Heal fix.
Loot table tweak.
Check ItemModProjectileSpell actually has a projectile before attempting to spawning it
Fixed zombie respawn issue, and IsServer door definition spam
Weather types now support multiple FX prefabs
Made it possible to enable/disable the stat manipulators for an Effect in the editor
Hot and scorching effects no longer have any stat manipulations (testing)
Added "GroupEntities" source to CandidateEntityFilter.EntitySources
Changed most building target filters to use Group Entities source
Food storage need no longer requires a specific amount of meat, only that the tribe build a rack, has much lower cohesion drain rate
ch47 bugfixes
added extra seats to ch47
light toggle works with vehicles again
skin approval
Better mana gear in the editor
if a container is an item it will now only add contained entities to supplies if placed
Healing spell setup.
Added one to the editor starting gear.
removed unnecessary SupplyInfo class
AI reacts to aggression beyond its aggro range.
Added option for debug spawner to add dead units and items to the player tribe supplies component
Fixed TribeWidget not updating mood color bar
Fixed a fairly massive oversight that prevented behaviour sim ticks from running while a unit was in the player command cooldown
Fixed some skin materials going dark in shadow
Fixed hair using bent normal for indirect diffuse
Broken talent icon fix.
Heal fx fix.
TimedExplosive no longer attach to the entity pivot position when hitting other TimedExplosive
Fixed regression that sometimes made explosives invisible when attached to doors
added blocking (no shield) animations for unarmed / 1hand / 2hand weapons
tweak owner text position
re render unit portrait
EntityConsumeValue has more valid interactions listed to write
Fixed some bad consideration curves in Human/Food
AI logging
Fixed AI debugger nodes not showing default curves on considerations
made deer idle look less alert so when they are actually alert you can tell.
Nospawns setup for eating debug
Debugger fixes
moved career and logo generation to coroutines.
added progress bar to career creation.
UI is fucked.
Pause UI save/load button fixes, probably?
Fixed various building persistence issues.
first checkin of Ruin Art source files
fix undefined behaviour in m_VoxWords population
Change PLAYERANIMEVENT_CANCEL_RELOAD's value to be closer to the rest pf Lua exposed PLAYERANIMEVENTs
Changed the default value of r_hunkalloclightmaps to 0
fix roster panel in main scene
update owner name text
tweak mod inventory
ProtoContract default value attributes and other tidy up
DefaultValue attributes on PersistedEntityData to fix bad loading of visible state
tweaked ui element for team name
awful spammy logging of IsVisible status.
fixed PersistedEntityData constructor being protected and making ProtoBuf sad.