194,336 Commits over 4,079 Days - 1.99cph!
fixed error in Tutorials Widget if there is no active tutorial
Lost And Found protoinclude.
Fixed error when loading Estranged groups.
Adjusted some memory pool buffer sizes
GroupProgression persistence
Bound to be more issues to fix, but at least the game runs again.
Knowledge tab boilerplate
TabbedWindowsEditor fuckerage
added some cmd verification debug log, version++
Merged latest Plugins from Rust
Fixed the host not ending games immediately when the attacker still has command points left but they've killed all the enemy units
Started a merge with latest version of Rust (not going to work just yet)
Data driving UI hint balls, removed old hints widget (use fullscreen tutorial modal in future)
Added description text to tutorial modal screen, above panels
Added building mechanic tutorial screen
added OptionMouseClicks option, logic not done yet
Fixed empty whats new panels showing on startup
Reverted Control1 map to fix layout
Reverted Control map to fix layout
Healer no longer thinks it can self targer
tutorial sub task parameters validation.
let's have clear weather during most of the first day of the tutorial.
Removed debug U key to hide UI
Replaced a bunch of "new WaitForSeconds" with "CoroutineEx.waitForSeconds" (eliminates GC allocs)
Added CoroutineEx.waitForFixedUpdate / waitForSeconds / waitForSecondsRealtime
Stripped some unused nature assets that have been replaced by newer assets
Removed HX volumetric stuff from camera prefab
Stripped old grass assets
Stripped BehaveAsset icon
Whats new UI widget fuckery
Stripped TreePerfTest stuff
Stripped old grass system
Disabled dynamic batching (experiment)
Adjusted wanted decay times down a bit
Made prison spawns an area rather than a point
Desires & effects widgets rebuild layouts when contents change (hack)
removing left over particles from the main scene
update healer particles
getting last rev
What's New back up. Added Pawn Shop.
Fixed menu dropdown overlapping tutorial widget
Dynamic Navmesh should include Terrain layer for navmesh generation.
version++
added a quick What's New data entry, no screenshots for headers.
merged from squadedit branch to main
Fixed Feed Item to Unit ability appearing when holding food and targeting a human from another tribe
Fixed units wanting to drop items in other tribes stockpiles
Added some checks so Units can recover if they attempt to give a gift and something has happened to the item
Wrapped some errors caused by units attempting to calculate paths while their navmeshagents were disabled (this could be a bigger issue, why are they trying to find paths while sleeping?)
Made meat a giftable item