19,298 Commits over 1,614 Days - 0.50cph!
Double LMB on any entity now inspects it and opens the detail panel UI
Merged EntityInfoWidget & UnitDetailViewModalWidget into single EntityInspectionWidget
Added role assignment widget
Fixed swimming FX motion vectors
Fixed some nulled stat type defs in Alive and Swimming effects (removal of Entertainment stats earlier today)
Units can have multiple active roles
Added button to pick inspection target, fixed inspection not working for all interactables
Stat manipulator editor fixes
UI fuckery
Added a couple of ActivityData constructors
Crafting using the component and orders is now fully working
Building placement uses material property block, no longer hide preview mesh after confirming placement (hidden on completion)
Merge from crafting component stuff
collaborations goal moved social need from bonus to consideration
more collaboration scoring fuckery
StatTypeSelection is no longer a struct
Removed craft item desire type and fixed various references to it
Put some checks to try and catch the NRE when right clicking on a building to assign a unit to builder (can't seem to repro in editor)
Fixed tribe tracker element descriptions reading "Builder" when initialised if a unit hasn't been assigned a role
Fixed new role assignment scroll view not scrolling
Role descriptions on the tribe tracker elements no longer point at the wrong button
Fixed Create Find Desire action to make a basket not using the correct enum (was serialized with an enum that no longer exists)
Fixed an NRE when building an addon
The group that is generated for a stranger that's joining a tribe is now destroyed if the invitation is accepted
Added a new tribe member cohesion event (positive)
Fixed unit group MemberInfo not being reassigned after a load, broke lots of UI
Hopefully fixed NRE in building commands and potentially other player commands
Cleaned up activity defs implicit enum conversion crap
ItemAttachments.Tick is now completely removed from non-editor builds (not stubbed)
Entities need to opt-in to receive Tick calls
EntityManager ignores entities without tickable components better
Replaced Tree.Tick with coroutines
Unit portrait updates get requested on demand, cleaned up API
ActivityPopup uses queue for join requests
Fixed activity popup pausing the game whenever a join request is recieved
Remove BaseEntityTickable
Ported Building.Ownership to BaseEntity.Ownable
Added Unit.Ownership component
More activity conversion fixes
Conversation no longer implements ISimTickable
Combat no longer implements ISimTickable
Knowledge no longer implements ISimTickable
EntityCompnent generics signature refactored to include the type as first constraint (allows EntityComponent to hold a static list of all components of that type)
GridManager uses TaskHelper for influence and update ticks
Influence no longer implements ISimTickable
Fixed timers getting bad intervals
Fixed activity popup window being active by default
Conversations widget positions icons in LateUpdate
Player placed buildings get added to all tribe member's knowledge instantly
Placed buildings preview mesh uses different material
TerritoryLocationSelector robustness/optimisation
Move RunECS functionality in to EntityComponentSystem
EntityComponentSystem.Tick stops after doing every entity at least once in a frame, rather than at end of its list
merge from /main/less_ticks