194,096 Commits over 4,079 Days - 1.98cph!
ItemContainer now shows what's in the container on the tooltip (not currently visible, tooltip text is being truncated)
Stricter bed placement - half height wall exploit
Added another rock spawner to the outcrop on the left of the starting camp
Disabled physics on the rock spawners, stops rocks ending up underground
Fixed eat from dispenser filter not looking for resources (was ignoring berry bushes)
Crafting Table now gets unlocked after building the basic hut
Bow and arrow now gets unlocked after crafting a wooden club or spear (was tied to whittling skill)
Stone Axe and Rabbit Trap now get unlocked after building a crafting table
Tribe tracker role tooltip improvements
Role descs
Some more ai behaviour improvement.
Fixed meshlod culling sphere bounds
Tweaked territory radii on island 1 spawners.
Item Can Be Picked Up condition now checks if picking up the item would make the unit go above 100% encumbrance.
Removed gatherer role requirement for fire management
Switched fill containers goal from gatherers to cooks
Removed basket recommended item from gatherer
Added basket and hand axe to recommended items for the Cook role
glass bottle / pipe viewmodel / worldmodel prefabs and sounds (pt2)
glass bottle / pipe viewmodel / worldmodel prefabs and sounds
Added a minimum move speed to the Navigation component, defaults to 0.5
Fixes units getting encumbered to the point they can't move
Improve road intersection blending
More ai behaviour tweaks.
Some more tweaks to ai behaviour.
New animal behaviour applied to all animals.
Merge culling fixes and optimizations
Fixed sync issue + updated API
after a win, surviving units gain fame
Added PlayerTribe:PlayerComponent, migrated all tribe specific functionality to this component, cleaning up Group and Player.
Groups have leaders (currently first unit added)
TerritoryLocationSelector now selects a location based on the spawn position of the group for a non-human unit.
Animals will now wander around their territory instead of all over the map.
Fleeing and self defense should override idle plans.
Added fast native path for apply visibility; needs cleanup
Updated native Renderer plugin
Skip non callback occludees
Some building privilege changes
hide quickcraft when looting
applied a victory cash bonus per surviving unit
Each week phase returns true or false if it succeeded.
Can no longer start the match phase if you don't have enough repaired units.
Only spawn one of each type of quarry