198,617 Commits over 4,140 Days - 2.00cph!
Fixing some missing reference exceptions, removing some stuff with Bill's permission.
Another merge from new UI
Fixed warnings. Added networkinfo.
Merging in Bill Ford's UI updates
Desires refactor WIP (not compiling yet)
generic basic attack defs
wip support for multiple attack types per unit
Enabled splat transfer on cave_large_hard (fixes terrain hole that's overgrown with grass)
Moved Desire.CanBeFulfilled to BaseDesire
Crafting AI fuckeries
Indicator shit
Fixed sleep at fire not working (fires were missing sleep interaction)
Fixed Unit.Items.TryDepositItem invoking event before removal
Added wind flutter to foliage shader + extra control params to match ST
Indicator fixes, cleanup etc
Clear old maps from cache when world version is incremented
wolf skull fbx/prefab/textures/materials
Stopped UIManager being annoying in editor mode.
removed the pressure terrain tool as it crashes unity on startup
Tweaked power substation terrain adjustments
cooldown set to 0, heal reduced to 1
Some prefab auto-disables
Fixed rotation of roadside electrical boxes
bringing the 6 buildings over to the new colour palette and 1 material
Added TerrainFormer and TerrainPressurePaint
Hover indicator only shows for selectable entities
Fixed terrain placement of power substations not being applied
run sfx to animation event
Save game UI loads snapshots on demand, doesn't allocate new textures
Ooops, forgot to use the goal blackboard rather than temporaryBlackboard for goal plan fallbacks.
turned off shadows on all road parts in prefabs
made MM from road lod 2
set all MM to be correct
made main camera ignore MM
Fixed a few bugs, there's definitely more.
Automated Windows Build #612
Replaced bootstrap. Fixed death / respawn UI bugs.