225,245 Commits over 3,714 Days - 2.53cph!
Removed Stats+Properties partial, exposed stats via Stats[name] operator property
Strip NavMeshObstacle component from client prefabs
Added IServerComponent / IClientComponent to a bunch of scripts, removed those scripts from PrefabPreProcess clientsideOnlyTypes / serversideOnlyTypes
Wooden logs can be harvested for wood
All cacti can be harvested for cloth and cactus flesh (instead of only some)
Removed some tiny trees from the spawn table
Small trees give same wood per hit as large trees (still less wood overall)
Added pooling support to ores
Resources no longer occasionally spawn inside of each other
Updated realtime to match Google Analytics
Rage generation from Combat component instead of set target action
changed map/formation naming convention
Setting combat target gives rage boost
QuadTree cherry from main
* Wait for SteamUser() for 10 seconds before displaying "No SteamUser" error.
* Added SteamUGC() test with steps to fix on failure to load
Slight performance boost going from 2D array lookup to 1D array in QuadTrees.
Removed ISpawner interface, fixed HintCreators being spawned when parent GameObject is inactive
Added "Not In Combat" Effect
Enable/Disable Features
Page view experiments
Removed old unused method in Combat+Targeting
Merge the concept of Player Command and Player Instigated in GPV/Behaviour
Threat conditions on various modules (idle, sleep)
Added InCombat Effect, which increases Rage over time
Fixed missing StatManipulatorParametersDrawer calculation string
wip CmdSetTag and testing
Fixed NRE in ScreenShake
Fixed bad EndSample in QuadTree[]
Unit/TribeSpawner terrority influence is optional
Added a more descriptive error when attempting to acces an unloaded resource
Now catching exceptions thrown by a ChunkGenerator to fix a possible hang
Merge remote-tracking branch 'refs/remotes/origin/master' into unity2017
Started porting to Unity 2017
Style batch
Javascript bundled
Observation goal gated by threatened condition
Cherry picking
11166,11168 from main
Fixed a couple of bad Activity creation calls in Tribe
ActivityManager.Add robustness
EntityActivity.InvokeEvents robustness
Cave spikes are their own entity (required to preserve immortality and disabled decay after save load)