19,298 Commits over 1,614 Days - 0.50cph!
Renamed EntityTypes.Generic to Collecction since we no longer have entites of Generic type
Debug stuff, Unit.Navigation robustness etc
Fixed incoming GPV not being correctly passed through Break execution when executing player commands
Removed spammy morphs warnings
Nuked unused ResetBehaviour action
Unit Navigation avoidance prority/data exposure test
Fixed entity names being fucked.
Navigation.Tick returns early if we're not moving, to save setting stat values etc when we dont need to
Navigation.TrySetDestination directly calculates a path and calls SetPath instead, as a test (seems to improve repsonsiveness with larger agent numbers)
Removed some candlight plugin stuff, nuked UnitViewEditor
Can't pick up decayed corpses.
Hiding some options from Menu UI because they're buggy because Unity reasons?
fruit bush update (not using biome mats atm)
Minor Senses.SimTick TimeManager.DateTime usage optimisation
Cleaned up some un-used members in FixedArray
UnitView backing field cache of Unit ref
EntityManager ticks EntityComponentSystems via a coroutine
greatly increased wake up noise threshold in an attempt to stop fuckers from waking up all the time
finally got this merge working, new bushes and a human controller bug fix, and something with the yams and garlic IDK what
fixed incorrect leaf texture assignment
Restored old EntityManager tick flow, commented out coroutine setup for testing
InfluenceComponentSystem.SecondsPerSimTick increased to 30 from 10
Goal.Craft's DSE uses Craft Desire Weight as bonus
added collider to berry bush
added interaction positions to berry bush so you can interact with it
Added UnitCollections gizmos drawing + toggle to DebugTools/DebugToolsObject
Addded DSE validation that spams the console about missing Considerations (currently harmless, does not affect DM logic at runtime)
Updated DSE drawer so that it longer validates selector dependencies when filtering re-orderable list asset choices, instead we print Blackboard read requirements
Added SelectorSettings.BlackboardReadKeys property
Removed old DecisionPlanParametersDrawer
hunting chase music stuff again
Unit collections can elect a Unit to defer all Senses processing to...
Cleaning up unit collection assets and data, all animal collections now used deferred Senses
Knowledge fuckery and entity debug tab improvement.
people can't become tired when asleep
Relying on assumption of perception data keys in Senses test routines because performance maybe ;x
Senses raycast origin, grid position and distance check origin uses collection when Unit is Senses elect
AI Designer no longer displays GoalPlan list in Goal editor
DSE data zero consideration validation/flag
GoalPlan momentum tick is now on game minute, not sim tick, managed by AgentComponentSystem.
Debug rejigging
Added a new way of finding the radius of a unit collection that first finds the Bounds of the collection, then use that to get the radius via extents magnitude.
Let's display the editor error when considerations list is not expanded too.
Considerations on some combat related DSEs
Added ConsiderationSettingsWrapper.InvertResponseCurve and hookups
A wee bit of consideration adding in Breeding Instigation AI.
Refactored ResponseCurve to support inverse internally.
Renamed RemoveUnitTag to RemoveUnitFlag because that's actually what it does
Hooked up consideration response invert to editor drawer
Removed some consideration assets that are no longer needed as a result of the wrapper level invert
Did a bunch of reflection in DataAsset.GetReferences
Goals and GoalPlans can flag their DSE as "allowed no considerations", mostly for player instigated AI (this disables warnings and validation)
AI Modules can be disabled on the asset level
Disabled breeding and collaboration related modules
may have fixed people sleeping standing up
Commenting out some reflection fuckery that I bokred
Fallback goal plan preliminary stuff
building asset and new shader in a new branch