19,298 Commits over 1,614 Days - 0.50cph!
Re-enabled Return To Territory in Human AI.
It now checks if there is any territory.
TribeTrackerWidget updates all trackers on activation (fixes BEFORE-708)
Reduced zoom to map input buffer reset timer
PlayerController cleanup
Fixed RadialMenuWidget eating first RMB up after open (fixes BEFORE-794)
Changed some things to expression bodied properties
Added rough "zoom out to map" test in FollowCamera.HandleInput()
Made UI blackout fade in a lot more robust (fixes BEFORE-816)
Make and Baby invalid items for spawning
ManagerExtension.Reset instantiates a new TPersistedData object
Item decay logging checkbox
EntityManager.Save rename for clarity
TimeManager reset bits I forgot
Fixed bad handling of game speeds
removed exhausted anim paramater from worn out
Logging to attempt to catch NRE in Wearables loading
Actually fixed BEFORE-828
Fixed start game button not working in Tribe create UI after quitting to menu and starting a new game
Effects with removal actions but no adding actions should now work correctly
Added the exit action back and added an enter action
temporarily removed exit action chain from Worn Out effect in order to work around a bug
Let's null the Unit when resetting Effects
Moar effects logging and change of execution order so the removal event actually triggers after removal
better transition from map to game
Fixed disabling of movement modes
made human male collision box closer fitting
closer fitting collision meshes for female
Fixing selecting unit from map WIP
removed lerping from Follow Camera
Exhausted should disable Sprint
Updated protobuf
Save games use different path in editor
Fixed the game being stuck in Cutscene mode
Fixed bad cutscene editor pref
Renamed GameStates.Game to Playing
more CurrentScreen NRE fixing
Added duration fill to effect icons
Fixed seemingly rare NRE in PooledAudioSource.Stop
Set default value for UIManager.CurrentScreen in init
Fixed tribe create without navmesh agents being disabled
don't use navmesh in tribe create
ConsiderationSettings.IsCachle set in OnEnable, only considerations with no blackboard writes are cachable
Recover stamina animations, UI exposure
SetDestination fuckery experiments