193,279 Commits over 4,049 Days - 1.99cph!
WiseGuysTools scene selection thingee
Refactored the singleton classes that I added ages ago to better match the WiseGuys coding style, using virtual methods for subclasses to override and call the base, instead of having the base classes call a separate subclass method.
Fixed TargetTerritoryConsideration failing if attempting to get the score of a unit and the unit wasn't in the Territory's unit list (now falls back to the position territory check like other entity types)
Moved TargetTerritoryConsideration from a consideration to a bonus in some cooking goals to try and make spit usage more common
Take One Effect interaction actually takes one (and not all).
Sleep takes longer to regenerate energy.
Sleep AI tweaks.
People should now prefer a building they own over an available one.
Cleaned 2 gigs of obsolete shit
Finished lighting the upper prison
Prefab LOD stuff
Threat At Target's Location moved to Penalty on Graze interaction (should stop herbivores from dying of hunger)
More NPC stuff
Organized files.
Animation events for remaining NPCs
Better "Error loading gamemode:" errors that actually describe what's wrong.
Werewolf animation event triggers
Giant crabs.
Arrows don't ignore armor.
Manifest.
Properly shutdown thirdperson on level shutdown
NPC event trigger & sound setup WIP
Reduced GC to basically zero for reading and writing the raknet stream
PlayerTribe supplies event fix
Group supplies hookups, UI
remove TryGetEntityComponent
Disabled tab key roles foldout shit on UnitInfoWidget
Added building placement guide UI
Fixed building placement not un-pausing the game when cancelling placement
Multi-selected units UI
Group supplies boilerplate https://i.imgur.com/Zvet0.gif
Fixed some errors with networkgroups
AI tweaks
UI tweaks
Camera initial distance
Actions.DepositEntity no longer fussy about entity type
Fixed CanDepositToStockpile reading wrong bbkey
Prefab pre processing no longer deletes parents of culled game objects (fixes open server side doors on some monuments)
more color stuff, some code cleanup
temporary assigning kit 0 and 1 after the kit database creation to avoid weird stuff in the sauqd edtor and so on
Fixed info widget role icon not showing