19,298 Commits over 1,614 Days - 0.50cph!
fixed bad portrait camera settings
made animals rotate on one axis to match terrain normal better
fixed BaseId hashedId not being serizalized
editor tags around AssetId getter dirty call
Relationship system callbacks made optional via flags in data (animals don't need to have opinions on each other
Added a bunch of profiler samples while GC hunting in Trigger evaluation callbacks
Fixed Unit.Physiology.BaseScale not being used when settings View scale in Aging component
Split DecisionMaker into a partial, cleaned up internal methods adding some debug logs for fresh decision allocation
Improved DecisionMaker decision clearing
Fixed units not having their age set correctly on creation
Moved effect trigger evaluation to the Effects component, called once per game minute
Updated entity id usage to use EntityId rather than int
Cleaned up Wearables prefab retrieval
Effects component uses an internal budget for trigger evaluation
More budgeting and triggers refactoring
Added FixedArray overload constructor allowing an ICollection to to passed in to populate the array
Effects.Tick trigger eval budget GC improvements
Removed all use of UnityEvent in Triggers
Fixed shitty budget ticker conditions
RandomAnimatorTriggerSettings cleanup, comments
Removed redundant ActionChain pooling in AIManager
Activity comments, other misc
Summaries and tidy up WIP.
Fixed a typo fix breaking things
Summaries for the Before class.
AI scripts cleanup, summaries WIP
Moving, cleanup, comments etc
blackboard dictionary comparers, other misc optimisations
Added Before.Terrains namespace and moved appropriate things into it
Refactored the Biome Material Library system to be less shit
Merge, fixes
rabbit update (not sure what changed)
goat changes(still wont spawn)
G_O_A_T fully works in game but needs lots of polish
tags and names change on atmos 30.02
updated navmesh components
Rainbow folders, QHeirarchy, ASE Updated
Removed old Steamworks.NET
Unit/HumanView culling group test
UnitView.LateUpdate animatorSpeed calculation is done before the culling group check
Building code to namespace
WIP Buildings refactoring. Upgrades base functionality now working
Fixed shader include paths (Shaders folder now in Assets root)
Improved default interaction validation in BuildingSettings.OnValidate