19,298 Commits over 1,614 Days - 0.50cph!
Break behaviour and log if there is an invalid subscription
Unit.Knowledge will forget disabled or destroyed entities
Removed SetDesiredTarget.IsPlayerCommanded field, use action.IsPlayerCommanded instead
Agent desired target get/set method cleanup
Updated Facepunch.Unity
Updated PostProcessingStack
Fixed effects from campfires being removed improperly
When in combat people should now drop any person or animal that they are carrying
Building AI scoring tweaks
Work time consideration range expanded
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Disable fog of war while in cinematic cam (cutscenes, skip to morn etc)
Hopefully fixing mac builds
ECS tick no longer uses a coroutine
Added button to open effect in effects editor
Reduced base health regen
Fixed NRE in VicinityEffectTrigger.ApplyToEntity (caused by entity already having the effect)
Effects editor work
People should no longer sit by the fire all the time instead of building
Campfire gives a lasting insulation buff (30 mins after leaving vicinity)
Fixed Campfire's VicinityEffects being enabled on creation
Fixed error spam and black screen after skipping to morning when playing on large island (island2)
TribeStartArea on testbox_nospawns
Round float slider values to 2 decimal places (options slider controls)
Added camera control invert options (tilt, rotate, zoom) and scroll speed multipliers
Enabled scenario system
Fixed button states getting stuck on main menu (was unable to switch between load game and game setup screens)
Added PersistedEntityData.CreatedTime, renamed scaled property for clarity
Fixed people gathering about a million sticks for the fire
Physics timestep 0.04 at 1x speed
Instanced a few more materials
Set _ColorLerp, _Wind and _WindExtra as instanced properties on Before/Foliage
Enavled GPU instancing on a few materials
disabled island02 intro director
Improvements to IsBeingAttacked.
Fleeing AI now accounts for sleeping units when calculating friendly support.
Combat debug panel shows targeting status
Proper implementation of TemperatureGrid x,y indexer
Should no longer be possible for units with fleeing, dead or disabled flags to dodge
downing anim trigger works but anim is bad
downed anim setup work (not finished)
No longer hardcode enable ragdoll when unit gets the Disabled flag (do it via effect actions instead)
Campfire gives +10 insulation
People no longer stay awake if they're cold
TemperatureLevelTrigger and Condition types use new TemperatureUtility which samples the temperature grid
Always update unit fog of war radius
Buildings only create their terrain decal in OnCreate (fixes buildings creating terrain decals on load when they have already been persisted
Cold and Freezing effects have proper insulation checks
Added keyboard camera movement multiplier to options
Disabled grass until we can make it good
penalty when targeting fleeing units
Unit fog of war radius uses Senses.AwarenessRadius