198,618 Commits over 4,140 Days - 2.00cph!
Data (validated all goal plans, adding new fields)
Fixed UnitDecisionMaker.FilterEntities skipping over alive units
Removed load option in console since loading is only allowed on startup now
Unit decision maker target filtering all goes through the same method, uses a buffer instead of iterating over the source arrays
Fixed missing/bad goal plan ref in human/Hunting module
AIDesigner debug logs when things are null when loading graph data
Added find_self console command
Added position / rotation to entity find commands
Added find_radius console command (returns info about entities in radius around player)
Unit weight tracking is done in the UnitAttachments component
Data fixes
more highlighting cleanup
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Fixed ammo not actually being removed
refactored out the clear parameter of tile highlighting to a separate function call, removed it from all calls
Switched map2 tiletset to temple b
Cleaning up animator state tag events, item callbacks
Automated Windows Build #739
Automated Linux DS Build #739
Automated Linux Build #739
Addons Menu - Added tag grouping, and a button to delete all addons. ( With ample warning )
set IsActive on pickUpEventData when picking up to container
created mock building placement test scene
created low poly ultimate trim mesh
Refactored tile highlight functions into one, tips.
Removed unused prefab instantiate from Skin.ReadDefaults
Some skin cache tweaks (uses .cache file extension, supports loading from cache even if no source image exists)
Can click tip for another
Increased tip textbox size
added Tips data file and tip text to menu, showing a random tip each time menu is displayed
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Fixed tile ghosting in movement tile highlighting
Run skin manifest JSON deserialization in a thread
UnitStandardAttackRange can now exclude anchor tile
Fixed slasher attacking itself
hunting testbox added to menu
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