224,595 Commits over 3,714 Days - 2.52cph!
Add some source mdl anim structs
Same caching for TextMeshproUGUI
UIWidget caches scrollRect components and toggles them on activate/deactivate
Canvas settings, added canvi to some subscreens
EntityEx.IsInView stuff removed, now runs in EntityManager update, sets BaseEntity.IsInView property every frame
Replaced all RectMask2D usages with Mask
UnitView hides unskinned _meat renderers
Douglas Fir snow variants
Move accessibility modifier for types after native/managed so they actually work now
Made sure all DataAasset.Warmup overrides call base, added debug/profiler asset name caching to Warmup
Disabled raycasts in human senses
Fixed activity types having bad serverity values due to enum flags change
Added optional dual masked hair layers to core/skin shader
Sleep AI tweaks.
Fixed stockpiling AI.
Removed entityView hack that disables all NMOs
removing NMO from buildings
removing NMO from buildings
Color coded consideration curves in the AI designer :ok_hand:
Pine trees / better snow textures
Split TODLightConsideration.TimeMeasurement mode to TimeConsideration
Added IdleTime, WorkTime and SocialTime considerations
Texture menu palette system
EffectsList can filter by severity level
Reset severit levels for all effects because enum flags
temporarily turned off male asian hairdye switching. working on blondes and ginger colours with new system.
Fixed effects not showing tooltips
Added inspect button to selected unit widget
Subtracting leantween shit
Testing unitView animator culling mode and gating Update/LateUpdate when out of view
Navmesh is rebuilt after building placement
Disabled all navmesh obsctacles in entity views
Updated Unity's navmesh stuff
Nerfed berry bush growth rates
RivalDeath activity no longer creates notifications
Return players to game scene after unparenting
Swapped scene order
Supplies component tracks food categories separately.
Added appropriate considerations.