197,395 Commits over 4,110 Days - 2.00cph!
Log warning when icon dimensions on an item are off
All item icons can be up to 512x512 (+ double checked they're compressed)
More keywords, various goal plan descriptions
Use default item icon for skinned items until the skin is loaded
Don't recalculate mips when applying skin icon (already done in native code)
Moved unit biography util to keywords, added IUnitKeyword, templates for different bio types
Added some more words to unit names filter
Fixed bear skeleton properties referencing the prefab instead of the mesh
water_well_c scene final-ish progress
Stats, TestEntity npc things
Some more AI improvements.
water_well_c scene progress backup
Various CandidateEntityFilter cleanup
Same fix for FilterEntities
Fixed TargetFilterUtility.FilterEntitiesGetFirst not incrementing candidates_evaluated properly
Cheaper UnitCanPerceive cache
Fixed some shitty oversights in DM filtering
Made BaseGrid.ValueAtEntityPosition virtual, override in TemperatureGrid to avoid looking up closest position to entity's world position every time we used this[x,y]
Minor optimisations in Effects, Flags
more WIP color stuff and some cleaning
Add mathods from the old Bootstrap file
Initial bootstrap script import. Removed ActiveSceneCheck. Repurposed my MonoBehaviourHelper to mirror Bill F's equivalent MonoBehaviourEventCallback
Goal.MakeFire scoring improvements
Changed a few target filters to use first candidate mode
TargetFilterSettingsEditor always shows filter data when viewed directly
Set all existing target filter usages to override default entity candidate filter, so we preserve expected behaviour from pre-refactor
Helpbox hint explaining candidate filter overrides on target filters in a goal plan
Merge from filtering refuckery
fixed explosive bullets doing slightly too much damage