19,298 Commits over 1,614 Days - 0.50cph!
Sleeping effect not exposed to UI
Reworded some data
1 man shelter unlockable
changed GetComponent to GetComponentInChildren for public override void ResetLODSize()
deer lod scale not working
removed human eye lods because I don't think its worth the effort to set them up with blendshapes
deleted cloaked.conf to see if it helps our auto merge problem
merged human lods shelve
unit prefab processor now sets up all cached transforms, renderers, hair and bear assets
fixed clothing not working with LODs
Entity view prefab processing now uses the new prefab API correctly, retaining GUIDs when updating prefabs from their art asset sources
deer stag for testing lods (elder male)
turned on avatar for human male lods fbx
spotted a mistake the new highlight shader, still doesn't fix the issue with outlines showing on depleted resources
Entity player command can be flagged as required (default is true), allowing for AI autonomous interaction without command flagging
UnitView refactored to hold arrays of body/meat/skeleton meshes that are managed by Corpse etc
Fixed view LODGroup.size being set to 0
added gather commands to lots of resources
AIBehaviour no longer returns early if target is destroyed
AIBehaviour.Settings caches instead of forwarding to Plan.Settings property, preventing NREs when the plan is returned to the pool early
Stockpile inspector tab checks child ents
SmartObejct.Reset breaks agent behaviours for active subscriptions
dev branch builds debug again
reverted context menu for now
version of human male model with LODS material setup
AI action target destruction callback
version of human male model with LODS to make it easier to test with than being on a branch
Pooled entities are marked as destroyed
Destruction call in lateupdate
Added frame count to entity logs
Double buffer entity destruction entries
BeforeDebug.LogEntityDestruction
Wait for a frame before cleaning up destroyed ents
Fixed UnitCollectionView pool errors
Added Senses debug flag
Fixed Knowledge.Add not passing sqr distance
Minor cleanup of entity destruction, logging
-release build to test spike in char create
Tree cleanup
Tanning station output to no restriction mode
made stick pile gather interaction exclusive to stop all units going to the same pile and picking up one stick each then going to the next pile
AIBehaviour tick NRE prevention, but I don't like it
Fixed BEF-626: In tribe create, re-randomising characters creates duplicates on top of the old one
Split up saved games into two files (BEF-377)
Skinning skill added to Skin Corse interaction.
Leader's Hut now has 2 ownable slots to match the number of sleep interaction positions.
Null check in UnitAnimation.
Logging for null DispensableInfo in TakeFromDispenser.
Fixed SmartObjectParametersDrawer.InteractionBody.Instance being of the incorrect type
Unit inspector tweaks
updated tree assets so trunks dont vanish when cut down
Merge from char inspector
Added debug options to disable pooling (probably best to tick these before starting the game)
Removed missing script from context menu
Unit inspector items prep
made weapon rack smaller, added more attachment points and rotated them so items are attached correctly
All items have initial pool allocation
Wearables & UnitAttachments init/setup optimsations
Added Interaction plan pooling
Mining interaction has skill data.
Settlement Can Level Up can't be dismissed with RMB.
removed old InitConstruction log
Reset remaining item count when stopping crafting
Another human name utility optimsation
Hopefully made HumanUtility.GetName less awful