201,974 Commits over 4,171 Days - 2.02cph!
Buffed wold and bear smell senses, aggression. Humans smell more
Reduced idle module weights on some animals
removed main/secret branch, changes are puished to live public branch
Stag doesn't eat meat
Deleted 56 alternate stag foostep sounds
Removed debug
Fixed respawn objects
Fixed missing requirements text in building tooltips
KnowledgeOverlay widget inherits BaseSelectedUnitWidget
Fixed ItemBar not clearing on deactivate
Added Hostiles Are In My Territory condition.
Fixed bad initialisation of upgrade renderer mappings in BuildingView
smoothed out mud a bit on tiny hut
Building fixes/tweaks, some probably pointless generics in entity view creation...
Can toggle sidebar in AI debugger
Fixed ResourceView NRE
Stag ragdoll isn't spazzy
Fixed NRE
Some more debugger tweaks
Rabbits can form collections, added UnitGroupSupportsCollections condition also checks that the unit itself can form them
PrefabInfo debug checks are ifdef'd (disabled by default)
PrefabInfo debug prints are errors
PrefabPool debug checks are ifdef'd (disabled by default)
Prefab instantiate shows prefab name in profiler
More profiler samples in player tick processing
Island01 spawner tweaks,
Terrority behaviour tweaks
Looting RPC profiler samples
fix for losing the board when spinning during a unit death (hopefully). todo.
Entity position cleanup improvements in WorldManager, should stop things spawning under cliffs
Testing legacy bake on island01 again
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Spawner stuff, controls UI fix
fixed accidental SAR damage nerf CC ShackyHD
UI sorting tweaks, tooltip position for item bar fixed
Fixed wrong steamworks .dlls
Fixed rare NRE in Roles.GetActiveRole
Fixed error in UnitPortraitManager after loading a saved game
Fixed some event related NREs in Desires/BaseDesire
Added triggers to InteractionPosition to help with blocked detection
Fixed corpse NREs in OnDispensed callback (missing meat or skeleton meshes)
Added simple interactionPosition blocked detection, condition to test whether a Unit is blocking a position that they don't have a subscription for
InteractionPositions now live on the Triggers layer
Fixed SmartObject.OnSmartBehaviourExecuted not reserving interaction positions when the subscription already has position allocated