19,298 Commits over 1,614 Days - 0.50cph!
GameManager.GetLastSaveName never returns null
UnitVIew NRE catch
Refactored Fixed Array and renamed it to PooledList.
Replaced usage of Fixed Array creation with the new more convenient PooledListUtil creation methods.
In some places we now use List instead of FixedArray/PooledList.
Removed IEnumerable from PooledList, because it was encourraging bad usage ( gc'ing foreach usage ).
Also added GetActiveRange() to PooledList, that returns the range from 0 to Count in the internal list, for usage with AddRange externally.
Removed unused functions from PooledList. It was doing too much weird shit that wasn't being used anyway. Let's keep this class more focused now.
Building construction state now persists visually.
Less offensive logging when an invalid save is detected
Merged from main yet again.
Fixed some foreach usage with PooledList
Added unit tests to PooledList, they all pass.
Merged refactored FixedArray (now PooledList) from branch to main.
BuildingVIew NRE fixed
TribeStartArea campfire creation optional
fuel to effect settings tidy up
Reworked Pool a little bit to make it more consistent with PooledList.
Wrote a unit test for Pool
Removed the requirement for NUnit using directive in PooledList, that releases doesn't get confused.
Moved PooledList into Utility/Pool folder.
Removed Before.Utilities namespace, that Pool and GameObjectPool now lives directly under the Before namespace.
Fixed BuildingView.Start interfering with loading of building construction state visuals
Removed hacky Tribe.HomeFire crap, related selector
UI hotspots are only active when their parent screen is also active
Debug spawned items spawn a little above ground to prevent them falling through
Fixed BuildingView renderer mapping references being cached in prefab data because I'm a stupid cunt
Fixed buildings that require items or materials but not construction not having a construction state created on init
Fixed building data validation not ensuring that despoit interactions are always setup for buildings that require materials but not construction by units
Machine process cleanup, wrappers store various animation options
Fixed BuildingView.GetMappingRenderer not working
Fixed bad durations on burn fuel process (hours, not minutes ;o)
SmartObject interaction positions can be used by blocking units when trying to subscribe
Various tweaks to fire related AI
WIP building addons via radial menu
Building data + editor fixes
Radial shows interactions from building addons
Machine processes check for dependencies on their Entity's parent
Debug panel should only show active SmartObject Subscriptions
Fix for construction state not being properly initialized when upgrading a building
let's reset the building construction state data when adding an upgrade
Target filters for buildings, campfires etc use Distance as a bonus rather than a consideration
Conversations component boilerplate
Let's not create generic find desires for building materials.
Fixed RichText not working in GoalPlanSettingsEditor Blackboard read/write display
Added more Conversations component boilerplate, ConversationsComponentSystem, sample data
Added left/right hip attachment points for humans, re-made view prefabs
people no longer stop upgrading buildings every tick
No longer possible to add upgrades to a building whilst one in under construction
Added ItemIntention keyword, minor keywords refactor
Removed SmartReservations as a concept
Fixed missing ragdolls on humans
ValueOfItemToMachineSettings -> ValueOfItemToBlackboardMachineSettings
Building addon progress in building hovered indicator, can't build addons and upgrades at the same time