192,970 Commits over 4,049 Days - 1.99cph!
Take One Effect interaction actually takes one (and not all).
Sleep takes longer to regenerate energy.
Sleep AI tweaks.
People should now prefer a building they own over an available one.
Cleaned 2 gigs of obsolete shit
Finished lighting the upper prison
Prefab LOD stuff
Threat At Target's Location moved to Penalty on Graze interaction (should stop herbivores from dying of hunger)
More NPC stuff
Organized files.
Animation events for remaining NPCs
Better "Error loading gamemode:" errors that actually describe what's wrong.
Werewolf animation event triggers
Giant crabs.
Arrows don't ignore armor.
Manifest.
Properly shutdown thirdperson on level shutdown
NPC event trigger & sound setup WIP
Reduced GC to basically zero for reading and writing the raknet stream
PlayerTribe supplies event fix
Group supplies hookups, UI
remove TryGetEntityComponent
Disabled tab key roles foldout shit on UnitInfoWidget
Added building placement guide UI
Fixed building placement not un-pausing the game when cancelling placement
Multi-selected units UI
Group supplies boilerplate https://i.imgur.com/Zvet0.gif
Fixed some errors with networkgroups
AI tweaks
UI tweaks
Camera initial distance
Actions.DepositEntity no longer fussy about entity type
Fixed CanDepositToStockpile reading wrong bbkey
Prefab pre processing no longer deletes parents of culled game objects (fixes open server side doors on some monuments)
more color stuff, some code cleanup
temporary assigning kit 0 and 1 after the kit database creation to avoid weird stuff in the sauqd edtor and so on
Fixed info widget role icon not showing
Removed close button and zoom meter from overlap map widget
Fixed MeatRack having wrong interaction
Stockpile interaction command generator supports attached units
Disabled interior camera transition system until we make it not-shit
Entity filtering can specify UnitAttachments as source for units and items
UnitView alignment stuff gated by flags
WIP stockpile support for all entity types
Conditions.CanDepositItemToStockpile now CanDepositToStockpile, exposes blackboard key for relevant mode
Hunter AI for adding corpses to meat racks
water_well_d scene fixes / quasi final state
Stockpiles can optionally use attachment points like ItemContainer