201,590 Commits over 4,171 Days - 2.01cph!
ViewFill can assign extra construction requirements per fill used (eg. 0.2 logs for each view used as filler)
Gets rounded to an int and added to whatever construction requirements already exist for the building
Different fix for the previous bug. Apparently some things could be spawn queued but not yet in the snapshot. If two characters joined right together, the second client's character wouldn't show up for the first client. Instead, keep the queue but don't send an entity in the snapshot if it's already in the queue.
Added torch equip/ignite tip
Added comfort explaination tip
added consume food/water tip
Added campfire heal tip
translate mouse0 etc to "left mouse" in game tips
tweaked color kit/added new one
sorted kit ID by hue for visualisation , reassigned corresponding kit ID to player/ai team
change unit kit color script to spawn half in away color, sorted by ID
setup away kit with complementary colors
tweak ui portrait material for glow
GitSync: numpad library bugfix, TTT updated to latest version, UTF8 library fix
redisabling the UI in the main scene
results table header changed to show round number/max
Fixed NRE in PlayerMetabolism
added extensions class with Color.ToHex
Color.ToHex() now converts to Color32 so it can be formatted as hex
Gathering for crafting actually looks for required items and not just any items.
Basket crafting AI now uses crafting orders and not leftover desires stuff.
Removed some old data.
un-override the filtering on the target filters for gathering for crafting
food AI curve tweaks.
AI debugger no longer says "score inherited from GoalPlan" when it's actually from a Goal.
People no longer drop needed items when crafting when more than one of the same item is required.
added CareerLeague.NextPlayerFixtureSetEvent.
GameColorManager now listens for this event, sets kit colours.
Added GM.PlayerDroppedWeapon( ply, wep )
Potential vrad.exe performance improvements
Added CandidateEntityFilter.EvaluateSingleEntityPerDataId
Behaviour data warnings when action is null
Fixed RoleSelector not updating current role icon properly
Fixed Unit.Roles.CurrentRole being null
Scientist behaviour improvements.
More on cover points.
testing Possessions tracking the current Goal when an item is picked up and removing when the Goal changes
Eliminated GC allocs from crafting UI
remove unnecessary navmesh sampling from RandomDestinationSelector
Handled potential NRE in DecisionMaker.CreateDesiresOnFailure (in this cased caused by DesireTypes enum change, to be fixed by future refactor)
Fixed "EvaluateSingleEntityPerDataId" candidate filtering option not being properly checked in TargetFilterUtility.FilterEntities (was only working in "First" mode)
Fixed all morph cache GC allocs when sources are cached
Disabled morph cache data compression; traded for perf
Reduced morph cache mesh instantiation/copy overhead
Added debug filter log when we ignore something during DM filtering due empty dispenser
Item.Grass no longer has a Dispenser component
Added eat / drink debug convars for admins / devs (similar to hurt console command, can also take negative values)
Buildings can now specify addons and upgrades as default, and they will be built upon completion of the building.
Added Find Unused Assets editor window, that generates a list of all DataAsset derived assets with no references in other others (but not because it's absurdly slow)
Caching hair set morphs on startup