201,593 Commits over 4,171 Days - 2.01cph!
Fixed item stats properties editor.
Ensure client gets updated when NPC auto-heals on server (tick metabolism).
added Elo.CalculateDivisionRank
league entry panels now use the correct division and ranking
Reduced elo rank band range from 140 to 30 for now
Fixed delivery missions paying extra
Support displaying monument name on hud.
Unit description will now show the description of the active GoalPlan or Goal if there is one.
Made mission payouts clearer
Enabled NavMeshModifiers on cliff rocks to fix units walking on cliffs
Item rename so there aren't two different things both called "Table"
Added missing #if SERVER flag
Added an unrelated missing #if CLIENT flag
Rebake island_01 navmesh again
Added Wake Up module to humans so they can wake up from sleeping
Added Party Member module to humans
Added non placeholder text and images for hunting tutorial
Fixed double send of mission data. Apparently when a coroutine is started, the reference to it doesn't actually become null until the next frame. Who knew?
Also added an outline renderer prevention against double adds.
Disabled mission character glow for now to remove the "outline ghost" issue
Fixed several melee weapons having a minimum range of 0
Two new module packs, Default Human Combat and Default Animal Combat
Default Human Combat lets humans run to their target and flee (instead of being stuck in face target)
Default Animal Combat does the same, was applied to bears and wolves (herbivore combat is still not enabled, but that's less of an issue)
Fixed ladder code. My changes to support multi-part ladders evidently got accidentally lost in the mega-merge on changeset #3425.
Workbenches have deploy sounds
Hacky workaround for failing SamplePosition calls in Navigation
added Notes field to DataAsset.
AI tweaks.
Beta 1 What's New data file.
removed Jog To Thrown Weapon, so people will jog or sneak accordingly when picking up their weapon
EAC SDK update (Linux "sandbox not connected" fix)
Removed DecisionScoreEvaluator class, no longer need to create instances of this to evaluate a DSE from data
Moved player command cooldown tracking to Unit. Units will leave cooldown state when they go to sleep
Merged "wake up" goals into main human/sleep module
fixed incorrectly placed editor only tags causing the Steam version to not ignore carried items in target filtering
AI designer editor consistency
Improved WaterLevel API (cleaner, faster and more powerful)
Only show drinking interaction messages when water has a certain depth (stricter for salt water)
Added "Batching" and "Decor" scenes to reduce game object hierarchy clutter
System info includes process memory usage
Gangs don't get dissolved any more, joining is force, you can't leave any more.