199,766 Commits over 4,140 Days - 2.01cph!
Removing System.Serializable from some classes that shouldn't have it
Nuked some old unused types
Minor TimeManager.DateTime getter optimisation
cave_small_medium base files
MachineProcesses shouldnt be serialable either
Added Container.OnItemRemoved event
Cleaning up Machine process flow a bit
More CookCorpse and machine process fiddling
Container/Item refactoring and cleanup
backup current terrain files and splats
Inventory updates
Fixed culling
cave_small_medium layout
3 extra cave blocks to add granularity
resize / scale decals with scroll wheel
DataAsset usage count now tracks assets, usages button opens a popup window with a list of each usage (needs updating/adding to more types)
Renamed IsHeldItem condition to ItemHasHolder, now checks for Item.Holder and Item.HoldingContainer
Interaction.ConsumeFromDispenser checks whether the parent entity is held, if applicable
Added pooling to player collision, model and name tag
Add player LOD group in prefab preprocessing rather than ingame
Don't build player meshes until they become visible
GetUsageAssets for a buch of types
GoalSettings, GoalPlanSettings, BehaviourChainSelectorSettings GetUsageAssets
Going home... Going through old input...
Human module weight tweaks
SmartObject no longer creates a trigger primitive for Senses, since we use the grid now
ResourceView sets parent gameObject.isStatic
DecisionMaker pre-allocates Decisions array
Agent Component System debugs
index debug is no longer in ms
Decision constructor creates a DecisionContext
DecisionMaker.AddDecision doesn't need to create DecisionContext when creating new Decisions on demand
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
Fixed water visibility trigger overlap cases