19,298 Commits over 1,614 Days - 0.50cph!
Removed UnitInfo because it was stupid
Fixed some issues with entity naming
Entity stores creation time (game DateTime from TOD)
Fixed UnitBehaviourWidget cutting off longer behaviour descriptions
Fixed index our of range in ECM tick
structure placement sfx added
Items have physics re-enabled when dropped by dead units \o/
Conditions and Considerations both implement the same BlackboardReadKeys property pattern as ActionSettings
Nuked some old cosiderditions (new word)
Modal popup hover state fix
hair movement slimplified and works. need to check see if it breaks instancing. added hair caps under the hair that dont get animation to stop flesh poking out
Remade Zone object in smartobject_test scene, which fixes weird warnings (ty Unity you mentalist)
Added AIModuleSettingsWrapper, holds weight, stored in DecisionMakerParameters and TraitSettings
Removed Weight from Goal and GoalPlan data
TraitSettingsEditor cleanup
Moved gate closing in ECM
Fixed NRE in PlayeProgression
Reorderable unique-ness fix
Renamed BeforeDebugObject to DebugToolsObject, fixed Instance property
TrySetCurrentGoalPlanVariant stuff
started adding influence maps and debug view of them
Influence maps work a bit more now (still not quite there)
Fixed y being used instead of z when setting grid position
Couple more influence tweaks
How do you like this, silly panda?
Grid position finding is more accurate now
Grid resetting no longer slow as fuck
EntiySettings.GridUpdateRates
Moved grid updates to a tick accumilation setup in EntityManager
Added GridManager Add/Remove
Gid[IntVector2] overload
Group and Social GridUpdateRates overrides
Fixed EntityManager GridManager update routine being broken
Entity destruction/cleanup gate
Entity/EntitySettings to BaseEntity/EntitySettings, base types are abstract
EntityComponents that want to execute Unity's Update must impement ITickable, Entity types can derive from TickableEntity
Fixed bad property drawer in BuildingSettingsEditor
Sesnes.IsPerceivable optimisations
Unit/Entity type perception cache in SensesComponentManager
Fixed bug in AI Debugger (top keks) causing NRE when rendering GPV slots
EntityManager won't tick until GameManager.GameState == Game
Unit derives from TickableEntity
Fixed missing condition in Goto
Debug Tools Object pre-existing in main scene, stores gradient for IM vis
InfluenceGrid.Reset actually works now
Unit collections parented to container in zone
Visual FX cached in a container transform
Added ScreenShake camera effect
Numerous other tidying of object parentage
Moved Machine VFX and VicinityEffect setup to init, not constructors