201,898 Commits over 4,171 Days - 2.02cph!
Fixed terrain placement of power substations not being applied
Added TerrainFormer and TerrainPressurePaint
Hover indicator only shows for selectable entities
bringing the 6 buildings over to the new colour palette and 1 material
Fixed rotation of roadside electrical boxes
Some prefab auto-disables
cooldown set to 0, heal reduced to 1
Tweaked power substation terrain adjustments
removed the pressure terrain tool as it crashes unity on startup
Stopped UIManager being annoying in editor mode.
wolf skull fbx/prefab/textures/materials
Clear old maps from cache when world version is incremented
Indicator fixes, cleanup etc
Added wind flutter to foliage shader + extra control params to match ST
Fixed sleep at fire not working (fires were missing sleep interaction)
Fixed Unit.Items.TryDepositItem invoking event before removal
Moved Desire.CanBeFulfilled to BaseDesire
Crafting AI fuckeries
Indicator shit
Enabled splat transfer on cave_large_hard (fixes terrain hole that's overgrown with grass)
wip support for multiple attack types per unit
generic basic attack defs
Desires refactor WIP (not compiling yet)
Merging in Bill Ford's UI updates
Fixed warnings. Added networkinfo.
Another merge from new UI
Fixing some missing reference exceptions, removing some stuff with Bill's permission.
Added intial NPC status UI
Icons and building stuff.
Let's test goal and goal-plan for 0, since it "can" be at the top of the heap if there's nothing better available.
Automated Windows Build #613
Merging multithreaded batching
Found the bug causing woodcutting rampage.
Cleaned up and removed old DM paths.
Merged in Decision Making refactor (from recursive and re-evaluative approach to iterative/heap-based and evaluate-once).
SelectedInteractableIndicator cleanup
Increased allocated size for goal- and goal plan - binary heaps.
Fixed debug builds
Replaced queued console-print vector/mutex with TSList
Automated Linux Build #614