200,863 Commits over 4,171 Days - 2.01cph!
Merging car audio into Main
Removing errant Debug.Logs
No shadows on dirtclick.
Added sounds to dirtclick.
Merging skidmark FX branch
ItemValueForBuilding now compares the item to the requirements of the building, and values item requirements differently than material requirements.
Reproduction was removing it's OnMinute from OnDay. Fixed.
Aging now uses DateTime to calculate Age, to more robustly support shifts in time.
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.
Made Tribe's sleep flag changed handler call directly to GameManager's SetGameSpeed.
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 GameManager return early if incoming value is same as current value for GameSpeed.
When tribe wakes up, set gamespeed back to Normal, not Previous.
Item Value for Building now support two modes (TargetItemBlackboardBuilding and TargetBuildingBlackboardItem).
EvaluationTargetType should probably switch on the Mode of the condition/consideration?
Enabled player mesh pooling by default on 64bit systems
Changing Game Speed should now Lerp toward the new target value.
Moved all time related stuff to TimeManager
Added errors when we're trying to destroy entities that already destroyed
Experiment: Alternative to BroadcastMessage.OnParentDestroying
Moved all game speed management to TimeManager, including timeScale lerp which now works properly
Forgot to reset timeScale lerp value
Optimized SkinnedMultiMesh LODGroup stripping
Optimized SkinnedMultiMesh GetComponentsInChildren calls
Cleaning up the TimeManager event listeners in EntityComponents
TOD prefab tweaks to match the default temperate TOD xml that is no longer being loaded from the BiomeSettings
More descriptive "already destroyed" error msgs
Fixed speed trap reset issue
Improved GridManager / WorldManager init order
Applied the optimization of OnParentDestroying to OnPostNetworkUpdate and OnSendNetworkUpdate
Forgot to include two files
Automated Windows Build #427
Moved more SkinnedMultiMesh stuff to prefab preprocessing
TimeManager.DateTime is constructed on demand, using second/minute/hour from TOD and scaled values from the internal dateTime field