201,578 Commits over 4,171 Days - 2.01cph!
Reflective normal flip for foliage two-sided lighting
EntityView.Update no longer virtual, BaseEntity.Position returns BaseView.transform.position if possible
Removed unused skin shader variations
Supplies component tracks food categories separately.
Added appropriate considerations.
Nerfed berry bush growth rates
RivalDeath activity no longer creates notifications
Navmesh is rebuilt after building placement
Disabled all navmesh obsctacles in entity views
Updated Unity's navmesh stuff
Testing unitView animator culling mode and gating Update/LateUpdate when out of view
Subtracting leantween shit
Fixed effects not showing tooltips
Added inspect button to selected unit widget
temporarily turned off male asian hairdye switching. working on blondes and ginger colours with new system.
EffectsList can filter by severity level
Reset severit levels for all effects because enum flags
Split TODLightConsideration.TimeMeasurement mode to TimeConsideration
Added IdleTime, WorkTime and SocialTime considerations
Pine trees / better snow textures
Color coded consideration curves in the AI designer :ok_hand:
removing NMO from buildings
removing NMO from buildings
Removed entityView hack that disables all NMOs
Sleep AI tweaks.
Fixed stockpiling AI.
Added optional dual masked hair layers to core/skin shader
Fixed activity types having bad serverity values due to enum flags change
Disabled raycasts in human senses
Made sure all DataAasset.Warmup overrides call base, added debug/profiler asset name caching to Warmup
Douglas Fir snow variants
UnitView hides unskinned _meat renderers