19,298 Commits over 1,614 Days - 0.50cph!
Added support for behaviour chain elements to filter candidates by EntityType specific taxonomy (ResourceType, ItemType supported)
Added Facepunch Steamworks
Added Standalone GA perf analytics event
Version++
Fixed filtering by ItemType not working in UnitDecisionmaker
Unit.Knowledge stores a dictionary of new EntityKnowledgeData struct instead of DateTime to track
GroupKnowledge no longer stores arrays of entities, instead relays data to other group members
Removed "Group Knowledge" entity source in DM
Fixed incorrect cursor state
New pool needs a bit more testing before it's ready for main (and GameObjectPool need some more work). Almost there.
PlayerController.MouseOver checks correct array
No steam or analytics in editor
Dispose of SteamClient in OnApplicationQuit
Fixed mouse on event constantly triggering
EntityId no longer extends BaseId, various id related fuckeries and valdation
More assets Ids
Various audio source pooling cleanup related to session/destruction stuff
AudioManager source parenting fix
FixedArray we dont need you here
Fixed MRE in Options.Grass
Fixed notifications UI overlapping the help/menu buttons
Fixed Building tooltips displaying incorrect text
Fixed null key error in PlayerProgression (caused by bad save, but we log a warning in future)
Fixed missing default interactions for Resource and Building entities
Added help button tooltip
Added additional anchored tooltip to the bottom right of the GameUI (for rally, home and build/craft buttons)
Tweaked dispenser pop values
Fixed NRE when spawning buildings from debug
Make sure to null SmartSubscription.InteractionPosition in Reset
Added KnowledgeComponentSystem, Knowledge component sorts arrays on SimTick
Fixed Buildings not being flagged as finished
ECS budget is now in microseconds
Effects and Senses budget reductions
BuildingView.SetUpgradeState KNFE fix
Fixed consumed items not firing unit.Items events
Improved InteractionPosition blocked detection
Use allocating OverlapBox since the non alloc version isnt working...
The new pools are now ready, but need some more testing on branch before they are ready to be merged back to main.
Commented out quad tree profiling hooks because it seems laggy as shit
Replaced all usage of FixedArray where we do NOT pre-allocate and use it as a pool, with List
PerceivedUnitData.IsPerceived no longer does cooldown calc in it's getter, instead we update the value in Senses.TestUnitPerception
Replaced use of old pool with new pool and added profiler hooks.
Effects removal bookkeeping only happens in TickOnMinute
Merged from Pool V3 branch, replacing pooling in Unit Manager and AI Manager for now.
don't create find desires for food, this stops people gathering mushrooms and not eating them.
Working on rewriting FixedArray into PooledList.
Attempted fix for bad saved data schemas causing errors.
Building persistence improvements.