201,590 Commits over 4,171 Days - 2.01cph!
Another attempt at fixing "crash on exit"
Skip OnDisable / OnDestroy in a bunch of plugin components
Supplies Component now uses a float value for food.
Added a calculation of this food value relative to the group size.
Inverted some Machine Process Capacity curves.
Distance Consideration now returns reverse value removing the need to change every single distance curve in the entire AI.
More tests for "crash on exit"
More on scientist behaviour.
More tests for "crash on exit"
More tests for "crash on exit"
Drag selects can no longer be started while over UI (previously they could be started but with an incorrect start position)
added tree minigame help
added ore minigame help
planters now show hydration level via darker soil (once again)
Removed eating on a stick related goal plans from their modules
Fixed NRE when users quit while they have no character, and generally fixed up the NetworkSubscriber thing a bit
Added a corpse gathering goal so units fill up meat racks
Fixed saving on server quit
updated special fx for a bunch of weapons
Fix ordering change that was preventing characters from loading in listen server mode
WIP ViewFill placement system and building component
water_well_e - polish pass
Dispose ambience culling group in OnApplicationQuit
Patrol Helicopter debris wont float in the sky anymore when crashing at junkyard
Shutdown EAC after disconnecting from the server (crash on exit)
Procedural cover point improvements.
More work on scientist behaviour.
Skip OnPreCull / OnPreRender / OnPostRender when closing the game (wtf?)
added some reason logging to squad verification.
fixed team and unit names not being removed from available name pool when used.
Removed some debugging shit
merge from junkyard fixes
WaitForZonesReady only waits for spawners that have started
Spawning shit all uses coroutines
moved MatchMode to GameSettings
Fixed Session.Load not yielding to world manager spawning routine
Various cleanup
UnitCollections view pooling is pre-allocated
NavMeshObsctacle pool pre allocates, manually init in game bootstrap