193,920 Commits over 4,079 Days - 1.98cph!
Renamed Biter files/config to Rammer
data browser table view drills into structs and classes, ignores some dumb types, ignores fields with HideFromTableView attrib
removed GhostCube from all units, increased highlighter DepthBias to 10.
Possessions fulfillment time tweaks
Longer construction times
Interaction positions for construction on spit addon.
Moved new plugins to Third Party
tweaked avatar post exposure post process
fixed back button not doing anything in the map editor
tweaked reflection probe distance/layer culling
Added amplify impostors v0.92
Proper fix for decal color issues
Match intro now actually shows the real map name
Activity popup override via data property
BuildingView.Update dictionary safety, profiler sample
added game option to toggle unit class icons showing with unit health bars, defaults to off.
Attempt at fixing decal color issues
fix temple A light exclusion layer
Activity types popup usage is optional
Disable crowd waves when streak is too low, reduce number of crowd members interacting
fix menu bar raycasting sorting order
Fixed some issues with crowds when not 100% full
correctly set unit selection filter during turn 5e of tutorial until you can select the mortar
built customisation DB for new items
Hot air balloon animated mesh
tweaked avatar camera frame to avoir the beard clipping
Don't delete the customisation slots and make sure all of them are included
Remove customizations that the player doesn't have when setting up the match
Potential fix for sleeping standing up anim bug
UI panel noise mat tweak
Settlement level up activity/notification color fix
added thick rimmed glasses, stunner shades and fake nose accessories
Various unit creation optimsations
Fix exception when closing the game
Add a message that gets sent to clients when rate limited, and broadcast command shows popup message
[D11] [UI] Ranged weapon information panel
Various data tweaks to tree felling time to make it a bit faster, especially with blade tool.
Woodcutting and mining AI uses appropriate jobs instead of Gather.
custom GameAnalytics events
Fleeing action now only gets a new destination when we've reached the current one