201,590 Commits over 4,171 Days - 2.01cph!
BehaviourChainFilter renamed to EntityFilter
TargetFilterSettings holds a default EntityFilter, can be overridden where used in a GoalPlan
Fixed skin icons not calling apply after loading
SwapArrows is IClientComponent
First pass on convars for monument spawning of npcs.
fixed explosive bullets doing slightly too much damage
Merge from filtering refuckery
Helpbox hint explaining candidate filter overrides on target filters in a goal plan
Set all existing target filter usages to override default entity candidate filter, so we preserve expected behaviour from pre-refactor
TargetFilterSettingsEditor always shows filter data when viewed directly
Changed a few target filters to use first candidate mode
Goal.MakeFire scoring improvements
Initial bootstrap script import. Removed ActiveSceneCheck. Repurposed my MonoBehaviourHelper to mirror Bill F's equivalent MonoBehaviourEventCallback
Add mathods from the old Bootstrap file
more WIP color stuff and some cleaning
Minor optimisations in Effects, Flags
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]
Fixed some shitty oversights in DM filtering
Cheaper UnitCanPerceive cache
Fixed TargetFilterUtility.FilterEntitiesGetFirst not incrementing candidates_evaluated properly
Same fix for FilterEntities
Various CandidateEntityFilter cleanup
water_well_c scene progress backup
Some more AI improvements.
Stats, TestEntity npc things
water_well_c scene final-ish progress