19,298 Commits over 1,614 Days - 0.50cph!
ignoring and deleteing RainbowFolders, QHJierarchy and SceneMate
updated bushes with new naming convention
updating herbs naming conventions
Cleaned up and simplified -Entity View prefab creation and processing
Nuked all old resource view prefabs
Fixed batch view creation not working
Remade all Resource view prefabs
DataAsset.AssetName tweaks, editor perf opt
removed can transition to self on harvest anim
Utility code cleanup + summaries.
Added some punctuation to existing summaries.
More summaries and cleanup...
Revered to old Definition version with override of DataAsset.AssetName property
Cleaned up some stat related utility and extension stuff
Removed BuildingSettings.BuildingInteractions and associated wrapper
Cleaned up filters and moved methods to extension classes
continued Utility cleanup
Effect pooling with FixedArray in Entity.Effects components
Fixed Dispensers not actually dispensing effects
Pre-allocate behaviour pools in AIManager init.
Misc effects cleanup
Fixed bad name getter in DataAsset
BuildingFilterSet supports upgrade check
Building upgrade renderers cached from view prefab on init
Building upgrades can specify an override string to use when picking meshes from the prefab
Building upgrades use new shader driven construction progress visual (rough)
Fixed BeforeBuilding shader
ignore cloaked third party metas
added collision to building
Fixed some weird debug typos, updated small hut prefab
Fixed AI designer not displaying nodes properly due to invalid cast/type (ParametersId introduced to base types caused errors in editor code when dealing with serializedProperty)
reordered animal shader properties
Smartobject data drawer shows interaction position warnings + button to open tool again
Added IP data for SmallWoodenHut
Fixed BaseBehaviour.OnExecuted never being invoked
Fixed Building's Container deposit callback exiting early
WeightedObject<T> doesn't need to inherit DataParameters
Added validation for arrays of DataParameters derived types to ensure unique ids.
Fixed CorpseDispensableWrapper class name typo
DepositItemSettings intention NRE catch
Building+Upgrades renderer cache uses lowercase obj name
raw moose assets (no unit setup)
Moved construction and ugprade stuff to BuildingView
Removed EntityView.UpdaetSkins, replaced usage in ResourceView with new event callback
Blackboard listens for EntityManager destruction callbacks to clean data, rather than relying on convoluted shite in Agent
BaseEntity events use System.Action (comparing perf)
Knowledge dictionaries capacity
buffalo assets (no unit setup)
Cleaning up Pool, Generic Pool, GenericPool supports default allocator. Removed PoolManager.
Moved behaviour pooling to AIManager
Added UnitCollection view pooling test
TimeManager events to System.Action
Removed old Tests scripts
Pool and UnitCollection summaries, comments etc
Finished Utility folder tidy up.
UnitView and UnitSettings summaries and tidy up.