199,294 Commits over 4,140 Days - 2.01cph!
next player fixture gets cleared after it's played (before the next week is started).
career mode squad editor loads into the correct map for the upcoming match.
Any entity can add upkeep using the upkeep prefab attribute component
All doors, wall frame inserts, ceiling frame inserts and barricades require upkeep (test, numbers all preliminary)
career mode squad editor NRE fixes.
can now press TAB to switch between current and previous career mode tabs.
Admire animations - adding more to DB - 1st Pass
1st pass admires (added to existing _anim files)
Optimization - Wood log tier rework - closing off holes in walls
merging internal and external models into one call
Optimization - Twig tier merging internal and external models into one call
wip team kit stuff: proto/networking/local
Fixed NRE in food target navigation.
More AI Behaviour.
Added portraits to activity notifications created by units
Portrait clone creation resets all animator parameters to their default values
Added config data for desire icons
ActivityData can override icon
ActivityData can override icon color
Fixed activity notification UI colors
CareerTeamDatabase now assigns team kit IDs at career creation.
CareerTeam now has a KitID and serializes it with saves.
Career matches now apply kits.
Fixed NRE in Condition.ProvidesItemDesiredByTribe
Added SKILL_VERB keyword
Added AttributeGain activity type
Optimization - Top tier merging internal and external models into one call
A little bit more safe guarding on Navigate to food.
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Fixed NRE spam when opening workshop inside editor while running client and server
Deployables inside building privilege do not decay (unless they require upkeep and it's not paid for)
More robust entity sensing.
Even more robust navigation to food.
Actually fixed NRE in ProvidesItemDesiredByTribe (dont assume that dispensable contains items)
Added Attribute gains data to various skills
Fixed Keyword base.name returning bad things
basics of a unit home/away kit colour matrix tool
SmartObject.CanSubscribe checks unit's active role
PersistentPerson on Character
Improvements to harvesting for other people's find desires
Uncommented ConditionSettingsWrapperDrawer
PlayerBuildingPlacement no longer tries to pathfind check using dead units
Christmas lights increased emissive strength
Festive door wreath pivot fix
fixed being unable to select units when a dead unit is selected
fixed the UVs on the hand mesh for all the weapons