19,298 Commits over 1,614 Days - 0.50cph!
More foreach nuking in senses
Optmisation and refactoring of Unit+Pathfinding events and all GoTo type actions
Some GC opt in Stat+Tickable
More foreach removal in Effect, EffectSettings et al
More GC opt, fixed some issues with pathfinding events
Show total smartobject count in unity knowledge debug list
Menial Action layout consistency, removing some old refs to agent that we don't need (Action stores ThisAgent)
DataAsset no longer abstract
Added NullRefChecker which will spit errors if StatModifier assets have nulled fields
Optimising Unit Item and Attachment systems
More LINQ removal, GC opt and profiler hooks
Fix stupid shit in SmartObject
Reset all attachment point data for item views, buffer AP offset list in ItemViewEditor when refreshing
TOD settings and rays tweak
Refactoring breeding and fixing some bugs with Unit+Family
ItemViewEditor tweaks, should fix erros related to attachments
Removed more LINQ from SmartObject
Unit emotes will be disabled and revert to idle when carrying items
Graphics options refactor stuff, still crap
Graphics options / UI tweaks
Merged from main.
Some manual plastering after conflicts.
Tweaks and optimizations.
Merged from Hunting branch, to bring ActionChainData direction to Main.
Disabled hunting on main.
Merged latest from Main yet again.
Enabled Hunting again on Hunting branch.
Fixed GoToSmartObject.cs
StandNear/SleepHere/SitByFire DSEs include distance considerations again
Fixed bug in DepositItem after merging actions.
Fixing bugs with unit pathfinding events and SmartObject interaction position/subscription handling
Added OnBehaviourExecuted : UnityEvent<Behaviour>
Removed AssociateWithTribeHub property from BuildingSettingsEditor
Performance UI widget and misc tweaks
VicinityEffect improvements and EffectFX (yes really) groundwork
Fixed crappy pathfinding callback code
Workaround for interaction issue
SmartObject and Subscription twaeks
Disabling subscription validity check in SmartObject.OnSmartBehaviourExecuted for now
More VicinityEffect work, added assets, FX prefab etc
Reduced fire burning effect radius
InteractionPositions now stored on a per-interaction basis on SmartObjectViews
Added SmartObjectViewEditor with handling for new stuff
Added SmartObject.GetInteractionPositionSet(int interaction_id)
Made EntityView abstract
Added SmartObjectView (from which ItemView, BuildingView and ResourceView inherit)
Just merging from main, to keep the hunt up to date with everything.
Fixed some issues with Unit death flagging and animator/ragdoll handling
Fixed notifications widget not being registered with the game UI screen
Human male ragdoll tweak
Activity cleanup/notification improvements/cleanup
Agent Behaviour and DM ticks can be independently controlled
Disable Agent Behaviour and DM on Unit death
Building/Resource interactions all use positions
WIP items as tools, lots of editor cleanup and improvement
All Items have DamageStats exposed in editor when they are holdable (in hands)
Added UnitCarryingItemOfType and UnitHoldingItemOfType considerations
Added optional RequiredTool to both ResourceItemSettings and BuildingSettings
Added FindRequiredTool Action
Added UnitCanFindRequiredTool Consideration
Removed Equippable
Add basic Unit.GoTo, used in FindItemOfType
FindRequiredTool uses Unit.GoTo