192,988 Commits over 4,049 Days - 1.99cph!
Sewer entrances across the game have a better daylight transition
Network++
Save++
Persistence++
Hapis tunnel work and more AI prep
opportunity generation, definitions setup, placeholder UI screen, added to pre match events
New defender role, equips a wooden club and wanders around territory (still WIP)
Raiding animals won't sleep
New activities for raid begins and raid in 24 hours
Fixing bugs and potential bugs
Fixed items inside a container being marked as HeldBy the last unit holding the container
Fixed items getting picked up into a container being added to the units MyItems list as well as the container's list (only gets added to container now)
These two fixes should make units more likely to eat from baskets
Merging in Character reference cleanup branch
Fixed util.GetModelInfo crashing with empty string.
Tried to remove the Character ref from Criminal but it's just not going to work easily. Here's some more minor stuff instead.
Reopened ME tunnels (Hapis)
AI test (Hapis)
wip opportunity definition stuff
cleaned up flare folders.
materials reflectivity adjustments
Stripped some Add to Heightmap scripts left on rock formations
Various
Caves exits ambient volumes changes
a few material reflectivity adjustments
fixes for floating grass at sat dish
Increased Junkpile spawns along roads (Hapis)
Fixed building panel category toggles being invisible
Cleaning up some UI stuff, fixed issues with building panel showing new unlock icon when it shouldnt
Fixed shader compile error on metal (if vs. ifdef) in StandardLayers.cginc
Don't exclude metal from shaders (if used)
Analytics now tracks total memory usage rather than only managed memory