19,298 Commits over 1,614 Days - 0.50cph!
More cleanup
Renamed Before static to Game
Current Session held by Game, not GameManager
Various Session related cleanup, summaries
Moved some Zone+Biome seasonal stuff to LoadBiome where it should be
Potential Zone.LoadWeather NRE fix
Moved GetAttachmentPointOffset from BaseEntity to Attachable
Comments & summaries for some bits
Fixed EntityEx.IsInView NRE
TribeStartArea stripped down, now simply defines a radius around itself for spawning
Various scene cleanup, navmesh rebakes
Updated Facepunch plugins
Updated facepunch plugins
Remvoved ShaderForge
Last bit of spawning routine tweaks
Increased spawner ms budget
island03 start position + splat tweak
Fixed NRE in Building+Decay
Improved Enemy and Knowledge overlay widget positioning
Fixed NRE in Zone+Weather.ChangeWeather
Updated Facepunch plugins
Fixed AI tribe on island2 being player controlled
Weather is now managed by Zones, not WorldManager
more tweaks to human territory AI
VicnityEffectTrigger NRE catch
fixed an issue in which interactions positinos could be marked as blocked by the unit occupying them
Fixed mismatched gui areas
made the null considerations not null
BEL.DrawConsiderations loop breaks later when obj ref is null
Getting out of an interaction position should no longer display on the UI as looking for something to hunt
exhausted effect remove animator bool on finish
made mushrooms not consumable for now to avoid people tripping all the time
Removed a bunch of tags we dont use
Fixed potential NRE in CloudsOfWar OnEnable
Pointless loading screen polish
Desires pool size per type is 10
Desires no longer a default Unit component
InfluenceAndTerritory component now also owns an exploration grid which is used for the map clouds