194,204 Commits over 4,079 Days - 1.98cph!
Optimized SkinnedMultiMesh GetComponentsInChildren calls
Optimized SkinnedMultiMesh LODGroup stripping
Forgot to reset timeScale lerp value
Moved all game speed management to TimeManager, including timeScale lerp which now works properly
Experiment: Alternative to BroadcastMessage.OnParentDestroying
Moved all time related stuff to TimeManager
Added errors when we're trying to destroy entities that already destroyed
Changing Game Speed should now Lerp toward the new target value.
Enabled player mesh pooling by default on 64bit systems
EvaluationTargetType should probably switch on the Mode of the condition/consideration?
Item Value for Building now support two modes (TargetItemBlackboardBuilding and TargetBuildingBlackboardItem).
When tribe wakes up, set gamespeed back to Normal, not Previous.
Made GameManager return early if incoming value is same as current value for GameSpeed.
On change speed to Super if it's not already set to Super, for the case of entire tribe being asleep, since internally GameManager doesn't handle any early returns when the incoming value is the same.
Made Tribe's sleep flag changed handler call directly to GameManager's SetGameSpeed.
Cleaned up OnMemberFlagChange that it supports more than just "in combat", that we just check flag and forward into "handlers".
Added events for when entire tribe is asleep and when the tribe awakes again (when at least one is awake).
Added Sleeping flag handler for OnMemeberFlagChange, that bookkeeps how many tribesmembers are asleep.
Aging now uses DateTime to calculate Age, to more robustly support shifts in time.
Reproduction was removing it's OnMinute from OnDay. Fixed.
ItemValueForBuilding now compares the item to the requirements of the building, and values item requirements differently than material requirements.
Merging skidmark FX branch
No shadows on dirtclick.
Added sounds to dirtclick.
Removing errant Debug.Logs
Merging car audio into Main
Basic car audio in and working. Just needs some tweaks.
Sleep FX scale mod + offset save
Effect : Sleep VisualFX is limited to Humans, fixed particle rotation + offset
Territories should now be less massive
Fixed cases where the radial menu would not show after a long RMB press on an interactable entity
VisualFX can specify the AudioSourceType for any sounds they want to play
EffectVisualFX can specify a UnitSoundType
AudioManager pools for all AudioSourceTypes, improved API and added convenience TryPlayOneShot
EffectSettings stores derived EffectVisualFXParameters, with option to limit application by UnitClass, when applicable