193,981 Commits over 4,079 Days - 1.98cph!
Scene stuff
LOD optimizations
Improved geometry and skinning on wrists/elbows
Haircap geometry is consistent across all male/female heads
Toned down scaling on some bones
Fixed player preview sometimes blinking backwards
Added more variation to dark skin colours
Possible fix for neck skinning problem on asianmale03
Fixes to combat targetting
Simplified icesheet coliders
Increased iceberg and icesheet density
Hair sets + piece descriptors
Updated hair prefabs to match skin naming format
Made ending item transfer missions clearer (both gang and personal). If we've just completed the last task, and we had a target entity, and we were looking at our inventory, and a loot container was showing, and the container was the mission's entity... Then close the inventory so they can see they've completed the mission.
Removed random destroy script from abandoned ships
Icesheets/icebergs scene2prefab
Optimized icesheet colliders
Added renderer and collider batching to icesheet prefabs
fixed a case in which units wouldn't actually free up their hands to use a tool.
people will now consider dispensables that don't destroy the entity before considering those that do.
Added inspector warnings when trying to add the runtime-only batching components to prefabs
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Added padding topology (edge of map)
Adjusted iceberg and icesheet spawn rules and prefabs
Acquire Materials For Fire now ignores entites with disabled SmartObject.
EntityValueConsideration now checks for carried tools not only held.
fixed game mode starting unlocks not being force unlocked.
added some unlocks to testbox game mode.
BehaviourChainFilter.OnValidate no longer forces FilterBySmartObjectViability to be false if certain conditions are not met
Fix for iceberg_6 colider error
Fixed players sometimes spawning in harbors
Removed sand from arctic coastline
Adjusted offshore topology
Added icebergs & icesheets (test)
Spawn refresh button in Debug Tools World tab under "biome"
Spawn tweaks
Frozen shipping container prefabs
A bunch of iceberg mesh fixes
Fixed stretched uvs
Stopped large icebergs from culling
input pt3, also removed next turn button event as it wasn't being used (hopefully)
Merge from snow_biome_revamp
Adjusted biome distributions
birch tree mouseover works
Fixed that ice lake 3 was rarely spawning
Improved ice lake 3 terrain blending
Removed Stick and Firewood.
Renamed Big Stick to Stick.
Branches and Logs can now be put directly into the fire.
OnValidate things in SpawnPopulation and ItemSpawner to remove null spawns.
Added DispensableWrapper.IsUsableAsDispensedItem, indicating that the dispenser entity itself can be used in place of the item it dispensers (e.g. in crafting, machine procesess, etc)
added MatchDefinitionDatabase
AI games take GameSettings
When creating a new terrain, store its data maps uncompressed (Unity 2017 regression)
Removed incorrect topology script from rock_med_c forest decor prefab
Monuments only spawn in parts of the map that belong to their tier
Added bounds to MonumentInfo (have to be fully inside the monument tier)