198,745 Commits over 4,140 Days - 2.00cph!
Renamed the new Stockpile to not say it's for sticks.
Stockpiling unlock unlocks with crafting table completion
updating amplify shader
more wip logo stuff /adding shader
necessities tidy up.
distance consideration moved to bonus on picking up corpses to stockpile.
more wip tilefall avoidance AI (will move out of tilefall, won't move in - maybe)
fixed fulfilling necessities in the wrong order causing them to not unlock properly
Merge from unity_2017.1.3
fixed GroupEntityFilter NRE
removed random human view that was floating around in the main scene
Rolling back 2017.3 changes
Fixed bad game time passed test in AnimalRaid.ShouldRun
Ported raids to a game event, cleaned up diplomacy and other related bits
Game events no longer require a trigger, have their own ShouldRun method
various progression related data
Cohesion will start to drain after a number of hours if requirements for a currently active necessity aren't met.
Unpacked all materials (for now)
set composite materials to not use sRGB and tweaked composite textures accordingly, material tweaks, made alpha more solid at distance
Fixed gun issues stemming from itemcontainer deserialization
Fixed group nessssities component not being enabled on the tribe
More UI bits
More terrain blend map work, better technique
Anchors fix to power sub stations
Group Entity Filter improvements.
Added adult member count to Group.
Necessities can now create Possessions requirements.
Fixed a few more warnings
Added a couple new convars to control the ai execution.
Improved load balanced execution of AI.
CareerUnitMod can now have multiple modifiers. Health modifier now modifiers current and max
Fixed problems with helditem spawning
Renamed ProgressionTier to Necessity.
Moved Necessities to a separate component.
Any Necessity which has been completed at some point will now remain unlocked.
Unlock data tidy up.
reworked mod slot UI stuff, now works.
Fixed vm torch not hitting centre of screen, tweaks to anims
Disabled scenario/map choice
Corpses should now detach from a spit once they have been fully consumed (no more items to dispense)