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Military tunnels entrance lighting volume fix
DProperty_VectorColor now works with standard colors as well ( vector color support unchanged )
Applied a hack to stop tooltips from being displayed when they are not meant to be displayed
Updated TTT to its latest version
fixed foot IK spazzing out on Gibs ( eg. loot barrel gibs )
Scene stuff
Made some viewport fx and sounds for shield blocking and bashing.
Change load order so city stuff that's spawning can use the managers.
Spawn points work again + some other work.
Working on per-level scripting stuff. Looks like lots of changes but a lot of it is renaming.
Quiver has pick up & equip interaction
added force complete button to GroupNecessities debug
Fixed potential NRE related to combat activity data
GroupNecessities OnHour hookup
TriggerSettingsWrapper cleans events on session change
reverting burner material
fix for AI advance-move not ignoring tilefall tiles
Renamed the new Stockpile to not say it's for sticks.
Stockpiling unlock unlocks with crafting table completion
updating amplify shader
more wip logo stuff /adding shader
necessities tidy up.
distance consideration moved to bonus on picking up corpses to stockpile.
more wip tilefall avoidance AI (will move out of tilefall, won't move in - maybe)
fixed fulfilling necessities in the wrong order causing them to not unlock properly
Merge from unity_2017.1.3
fixed GroupEntityFilter NRE
removed random human view that was floating around in the main scene
Rolling back 2017.3 changes
Fixed bad game time passed test in AnimalRaid.ShouldRun
Ported raids to a game event, cleaned up diplomacy and other related bits
Game events no longer require a trigger, have their own ShouldRun method