196,880 Commits over 4,110 Days - 2.00cph!
Entity log auto scroll, tweaks
moved activity widget to right middle of screen
merge menu scene with main scene
added entity log window, all entity logs stored in list at runtime
updating mortar anim/ anim controller/prefab
removed cave on nospawns because it's annoying
Fix some ambiguous std::min calls in macOS builds
more spawning on nospawns
Fixed pine tree not having positions for its interactions
Fixed potential Unit.Race and Group.Race setter NREs (allowed to be null)
PlayerController dead units fixes
Optimized survey charge particle collision settings + added particle collision lod
Fixed bad key usage in CameraParticles.OnWeatherChanged breaking loading same game while playing
Fixed cache not being cleared in TerritoryLocationSelectorSettings
Added female head lods to skinsets
bradley can now drop a package of 12 tech trash instead of HQM
nospawns has trees and shit now
Fixed DecisionMaker.FindBestAbilityPlanVariant running target filtering for abilties with TargetMode.OnlySelf
Restored shader variant collection (for shaderwarmup)
Added shaderwarmup console call; 3 minute wait to avoid hiccups (editor only)
optional object context override through BaseEntity.Log
removed weird gather values from items
Fixed skinnables having duplicates of their model and viewmodel bundled with them by moving everything from steamitems.bundle to content.bundle
Unit race as object field in debug view
Units hold race definition, piped through UnitSettings.Create
Unit race shown in debug panel
Fixed potential TerrainMeta.OnEnable NRE
Potential fix for crash when closing the game
last set of clothing edits
Removed a number of less important profiler samples to improve profiler stability
Merge /main/macos - macOS builds use libc++ & 10.7 SDK
removed DistanceMap because it's slow and we don't use it
Morale threat map uses delayed init
Moved the stunt stuff out of car rig and into player
Display stunts, drift and air
Removed "is being attacked" condition from Animal/Combat/Defensive
Changes to animal combat AI
Added BaseSelectedUnitWidget flag change callback, used by UnitCommandsWidget to update button state accordingly (dead/disabled people cant craft or build)
Added Unit.Flags.OnFlagsChanged event
more playerController dead checks
cleaning up PlayerController selection handling, WIP support for selecting dead units
macOS: Implemented mouse cursor with 10.7 SDK
Fixed missing CameraParticles component on player camera prefab