201,036 Commits over 4,171 Days - 2.01cph!
Fixed Emotes.ChangeClip fucking with Animation's stationary state property (cache, reset after rebinding and forcing animator update)
Animation state backup no longer allocations, Unit/Animations stores a backup instance that we re-use
FuelToEffect defines a min fuel required to start
actually fixed animation logging
changed global UI message sorting
Fixed ore bonus have sync position flag set
Dropping corpses now correctly sets animation to isBeingRoasted
fixed NRE in IsRequiredToCraftBlackboardItem
Optimized PositionLerp.SnapTo / SnapToEnd
Removed UnitStationaryState behaviour from human animator/interactions sub-state machine root node
fixed up fuzz on hairstyle 1, added wip hairstyle 4
Increased Unit.Navigation's min sample radius
Fixed buildings that no Ownable component adding default values to the housing supply
FX on frozen
Tweaked frozen stats
Spell updates & descriptions for minor fireball & frostbolt
Fixed walk/run speed not adding status effect modifiers
Added Possessions reason filtering to target filters.
Fixed people not being able to craft at the crafting table.
portal/moongate vis tweaks, craggy noodling
added new hazy weather type
Hooked up resistance rating fields in the inventory
Fix items without armor properties not counting stats/resistances (was stopping trinket resistances from being counted)
Flagged a bunch of assets to improve indoor navmeshes.
Spawn work.
NPC tweaks.
update WIP logo customisation
fix career object active in scene
added a quick placeholder stats button to team view to toggle stat graphs
merged everything to main
increased cash won per victory or defeat
generate movement mod slots too