199,294 Commits over 4,140 Days - 2.01cph!
Fixed CanDepositToStockpile reading wrong bbkey
Actions.DepositEntity no longer fussy about entity type
AI tweaks
UI tweaks
Camera initial distance
Fixed some errors with networkgroups
Multi-selected units UI
Group supplies boilerplate https://i.imgur.com/Zvet0.gif
Fixed building placement not un-pausing the game when cancelling placement
Added building placement guide UI
Disabled tab key roles foldout shit on UnitInfoWidget
remove TryGetEntityComponent
Group supplies hookups, UI
PlayerTribe supplies event fix
Reduced GC to basically zero for reading and writing the raknet stream
NPC event trigger & sound setup WIP
Properly shutdown thirdperson on level shutdown
Giant crabs.
Arrows don't ignore armor.
Manifest.
Werewolf animation event triggers
Better "Error loading gamemode:" errors that actually describe what's wrong.
Animation events for remaining NPCs
More NPC stuff
Organized files.
Threat At Target's Location moved to Penalty on Graze interaction (should stop herbivores from dying of hunger)
Finished lighting the upper prison
Prefab LOD stuff
Cleaned 2 gigs of obsolete shit
Take One Effect interaction actually takes one (and not all).
Sleep takes longer to regenerate energy.
Sleep AI tweaks.
People should now prefer a building they own over an available one.
Fixed TargetTerritoryConsideration failing if attempting to get the score of a unit and the unit wasn't in the Territory's unit list (now falls back to the position territory check like other entity types)
Moved TargetTerritoryConsideration from a consideration to a bonus in some cooking goals to try and make spit usage more common
Refactored the singleton classes that I added ages ago to better match the WiseGuys coding style, using virtual methods for subclasses to override and call the base, instead of having the base classes call a separate subclass method.
WiseGuysTools scene selection thingee
Let's spawn a couple of big rocks near the starting area so it doesn't take forever to build the crafting table
Added simple collider to wind generator so it can be removed by admins using ent kill