252,400 Commits over 3,990 Days - 2.64cph!
Fixed stupid double destroy
Moved tribe item discovery to Player init
Detach projectiles in InterruptAttack
improve deer ragdoll (still not great)
fixed arrow rotation
Fixed fleeing destination calculations being performed on destination rather than direction
Units play deselect instead of shrug sound on commands
GroupedCondition renamed to OrCondition, does what you might expect.
More Human Food AI Module tweaks
Split common combat AI module Fight goals into Fight and Defend, should improve Unit behaviour when they miss and initial shot from player command
Human Food AI module corpse cooking fix, potentially
Added networking items to city scene
Updated Candelight handles
Added some tweeing third party
Removed UITween because it was wank
Buildings init components mapped to state
Added archery skill to Human
Moved code gen and camera util scripts to Scripts/Editor/Utility
Added UITween third party
Dome ladder fix
Moved small refineries to renderer lod and fixed a few broken placements
apparently this changed, may be important I have no idea
Fixed various aspects of tasks and their triggers not working correctly.
Fix for stat measurement trigger using incorrect normalized/max values
UI tweaks/cleanup
Player tutorial task tinkering
FOR FUCK SAKE fix foreground shader render
Fixed potential client side NRE
lowgrade fuel default unlock (DERP)
Behaviour widget improvements
World/Ground clicks close radial when open, but do not clear selection
Fixed lso compute causing leaking during blur
Code generation now stores stuff to PlayerPrefs that should avoid unnecessary regeneration
Switched to using CommandBufferManager to ensure CB ordering
Added large scale occlusion to MainCamera prefab; inactive unless toggled via graphics.lso (experimental)
Merged from large scale occlusion branch
Merged from large scale occlusion branch
Activated command-buffer merge to PBR g-buffer occlusion and multiply on camera target, intead of post
Removed ExecuteInEditMode
set up aim throwing for bone knife
updates to other throwables
updates to vm source anims
added meat meshes to animals
Tweaked default values; fixed toggling
updated to b19
stone spear cheaper
furnace / storage box earlier (before metal objects)
Cleaning up debug entity spawning (buildings work now)
Effects editor and data cleanup
Added "graphics.lso" command to enable large scale occlusion
Fixed a few more bugs + simplified inspector
Removed concept of Parallel Actions from ActionChain