17,530 Commits over 1,614 Days - 0.45cph!
Fixed SetDestination never ending
Refactored Unit.Navigation so that units can only move when in appropriate animation state
Agent+Behaviour.TickBehaviour and Effects.Tick both return early when TimeManger.ProgressTime is false
Cleaning up some Zones/World refactoring and potential Zone.Load NRE fix
Fixed GameManager not invoking OnGameReady in DoStartNewSession
Added Pine Tree Fellable, testbox_tree_cutting scene
Big editor/inspector performance improvements
Now picking up rabbits works for some reason
rabbits should be carryable now
Cleaning up how UI modal state
Fixed game not running from test scenes
Session/GameState cleanup
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