19,298 Commits over 1,614 Days - 0.50cph!
Fixed Group+Callbacks NRE
Testbox nospawns setup for tree cutting
TimeManager.SetTimeScale never sets fixedDeltaTime to 0
Destroy entities that go out of bounds
Player progression rework.
Activity refactored to no longer use enums, definitions are used for categories and types, as well as data mapping (text templates, icons, etc)
Fixed EnemyOverlayWidget not freeing up icons used by dead targets
Basic project validation window + asset processer hook
Cherry picking
11160 from base_project
hand bone position change
Cherry picking
11163,11164
EntityActivity.InvokeEvents robustness
ActivityManager.Add robustness
Fixed a couple of bad Activity creation calls in Tribe
Cherry picking
11166,11168 from main
Observation goal gated by threatened condition
Fixed NRE in ScreenShake
Fixed bad EndSample in QuadTree[]
Unit/TribeSpawner terrority influence is optional
Fixed missing StatManipulatorParametersDrawer calculation string
Added InCombat Effect, which increases Rage over time
Threat conditions on various modules (idle, sleep)
Merge the concept of Player Command and Player Instigated in GPV/Behaviour
Removed old unused method in Combat+Targeting
Added "Not In Combat" Effect
Removed ISpawner interface, fixed HintCreators being spawned when parent GameObject is inactive
Slight performance boost going from 2D array lookup to 1D array in QuadTrees.
QuadTree cherry from main
Setting combat target gives rage boost
Rage generation from Combat component instead of set target action
Removed Stats+Properties partial, exposed stats via Stats[name] operator property