19,298 Commits over 1,614 Days - 0.50cph!
Removed Late and FixedTick from Manager + ECS
Moved LateTick stuff from Animation to UnitView (cc frankieh)
Added BaseEntityComponent, cleaned up derived types
EntityComponentManagers for Agent, Senses, Stats, Effects, and Combat
Removed SimTick from Entity and IEntityComponent
Performance UI widget (f8)
Improvecd collision mesh setup in BuildingViewUtility
More BuildingViewUtility, BuildingSettingsEditor button to load InteractionPosition editor
Updated AnimalSkin building prefabs, IP data
VectorUtility.GetGroundHeight tweak
Entity Physics callbacks not virtual, individual entity types can implement IPhysicsReciever (which is a shit name)
StatConsiderationSettings exposes MaxAttributeValue for normalization
ResponseCurve.Sample never uses the AnimationCurve, which is only for front-end visualiation of the function
Behaviours cannot occupy both GPV slots at the same time
TrySetCurrentGoalPlanVariant compares GoalPlan data id, not object equivilance!
Actions.Wait no longer uses events (causing GC), instead does DateTime comparison with state's startTime
Group stats update every game minute
EntityComponentManager cleanup
EntityComponentManager base class, generics, all that good shit.
Updated all curve functions in Response Curve.
Resources, Items and Buildings no longer have Stats or Effects
Added link to curve functions (for testing/debugging/deeper understanding of how they work).
Added an Influence component for grid stuff (doesn't actually do anything yet)
Editor relfection stuff and field renames in EntitSettings
Renamed Influence field in EntitySettings for consistency
Fixed entity's not being destroyed properly
Fixed Entity not updating it's grid position on tick
Fixed NRE in DistanceConsideration
Senses stores real distance in perception data, not grid distance (which breaks combat)
Fixed DistanceConsiderationSettings bad field init (moved to OnEnable)
Removed old gui_popup sound
WorldManager.FindClosetZone de-LINQed
ActionSettings must implement BlackboardReadKeys array property, displayed in editor (BEF-311)
Added warning in Items.OnPickUpEvent when the item has been nulled whilst waiting for the callback, which is apparently possible.
Enable gfx jobs in player settings..
Fixed HumanView Update not calling base
Moved human specific animation code out of UnitView and into HumanView
HumanView LateUpdate animation code doesn't run if the unit is dead
EntityComponentManager destroyed components buffer/cleanup at end of tick
Commented out grid manager debug logs
Renamed UnitView.FaceTarget and removed overload we didn't really need
Fixed Unit ragdolls not inheriting their movement velocity on death
Delete to kill selected units in editor