199,436 Commits over 4,140 Days - 2.01cph!
more WIP on Bandit guard AI.
Bandit town Scene2Prefab (ai prefab changed).
testing + and - buttons on crafting widget directly assigning and removing orders.
removed superfluous adding of order to list that was causing the orders to exist twice.
Game mode trigger changed for game mode. Uses a score limit.
Forgot to check in a change.
null check in GoToSmartObject
Downloading workshop items when joining servers now deletes the useless .compressed files that waste space
Added rigged world compound bow
Fixed arrowheads on viewmodel
Added rigged model to entity
reduced spec level on material
Added native monument biome transfer
Backup of some irrelevant changes that can go live this month (rest in shelves)
Merge from procgen_native
removed coach headset prefab and moved over to coach cap. fixed backfaced star on army cap. removed fly particle effect from dunce cap. added 3 colour variations for most hats
Fixed animals not waking up
Added new overlay crafting icons for all crafting stations, visible when the player has a single unit selected
Some UI utility stuff for positioning elements that hold an entity reference, using the UIElementPositioning class
Added compound bow to DM loot table
Made join request activity be created by the player's group instead of the joining unit so that it shows up in notifications.
greatly reduced aimcone on compound bow
Removed unused method that nevertheless liked to throw NREs
Experiment with ticking AI modules at different rates
Increased tick rate, decreased frequency of some modules
tweaks to ocean color extinction (reviving some shades of blue and red)
ready to place prefabs for underwater plants
Fixed spectating not working nicely with game modes anymore
Remove placeholder "players alive" from spectate UI
Underwater rock formations update
Underwater divesites update
Hide building slots (i think)