198,739 Commits over 4,140 Days - 2.00cph!
Fixed needs glow
Fixed item tooltips
Jogging actually drains some stamina, and not half a % per minute.
aiming at plants now shows a bunch of information about their state
Fixed global generic prompt not working
Reinstating changes that didn't come through the verge, due to the revert in #5243
Tab buttons will toggle if already active
Fixed bad human stat data
Merging in my building loading branch. Significantly improves level loading times on average.
Don't need these in OnDesroy, + causes errors with it there
Context menu modality, escape to close, animation
Activity/ActivityData IEquitable
Context menu fixes
SelectedUnitWidget
Art assets.
Attribute asset tweaks.
remove test avatar from main scene
Force Tick after setting combat target.
Fixed pingponging between targeting sleeping enemies and non sleeping enemies.
Break additive emote goal if in combat.
Implemented Goal Plan to make people wait if they want to perform an interaction but can't.
People should now pick up food as well as harvesting when filling the stockpiles.
update avatar shader
adding face variation mat/texture
Fixed perception missing its simulator
UnitInspector, attib/vital assets.
StatBar implements IComparable for sorting by StatTypeDefinition.SortValue
Fixed some bad values showing up in stat tooltips
TooltipElement can hold an IEntity reference, for more consistent tooltip handling
compound bow, lods and prefab
Stat bars in large tooltip
Fixed stat bars getting wrong stats
more replay stuff, match history entries now only created for multiplayer matches
[D11] Fix for controller rotation on xb1, ortho basis matrix for xb1 added
Stripped out some useless shit from ValueElement
Attributes can be simulated
Added perception stat, AverageStatSimulator
StatBar can append label to value text element (including staged strings)
Enum gen
Mood staged value strings