192,970 Commits over 4,049 Days - 1.99cph!
Testing unitView animator culling mode and gating Update/LateUpdate when out of view
Navmesh is rebuilt after building placement
Disabled all navmesh obsctacles in entity views
Updated Unity's navmesh stuff
Nerfed berry bush growth rates
RivalDeath activity no longer creates notifications
Supplies component tracks food categories separately.
Added appropriate considerations.
Removed unused skin shader variations
EntityView.Update no longer virtual, BaseEntity.Position returns BaseView.transform.position if possible
Reflective normal flip for foliage two-sided lighting
Scientists check path distance between target and cover points, not just straight-line distance, to find best suited cover points for advancing and flanking.
more multi-league support work, fixed career mode start crash
Event music triggers must be flagged IsGameValid
Passing in client info via struct
Fixed Corpse.IsBeingCooked being set to true when added to a stockpile
Fixed corpse decay being calculated when being cooked
Fixed cooked and depleted corpses not being removed from the fire and destroyed (hopefully)
Grazing spots now have limitless effects to dispense
Hunters now also get the Cook AI module, but wont gather items and fill containers
DECLARE_ACTTABLES & IMPLEMENT_ACTTABLES
fix for LOS mesh being too low
Changed volume of music, made music pause on level finish and reset on level start
Dispensables can be marked as infinite
Added back the timeout for Possessions.
Timeout is refreshed when a new GPV is set with the same Goal as when the itme was picked up.
Fixed UnitIndicator progress balls lingering
Fixed radial indicator not following its target
Fixes roles icon on overlay markers
Fixed calling SetAllowWeaponsInVehicle( false ) in PlayerLeaveVehicle hook breaking weapon selection
don't null Current Goal if we have an active GPV
ActiveBehaviourCondition doesn't check IsActive on the GPV for Goal and Module
Let's null Current Goal if its Module fails.
GitSync:
* string.Comma imporvement
* Made NeedsDepthPass work for addons
* Added env_fire and npc_fisherman translations for killfeed
working on new strands and materials/textures
Redid the corpse changes I did on the FillView branch
Subtracting changes, was on the wrong branch