19,298 Commits over 1,614 Days - 0.50cph!
UnitCraftingWidget -> CraftingOrderList, managed by UnitFrame
People will now only harvest flagged resources.
Removed a bunch of AI rendered useless by this change and made some fixes to make it all work.
Settlement stockpile needs
Fixed crafting widget not correctly adding created orders to selected unit when possible
Fixed settlement level activity not firing
Fixed research icon showing for buildings that have no available research
Made most Effects apply to humans only
Disabled all animal food AI
PlayerInput consumable struct to reduce code duplication
Equipment icon drag and drop improvements
Building status overlay UI shows assigned builder slots
Disabled worker slots since we don't track them between construction interactions, as I had assumed. Should change this and then re-enable the UI as its a good representation of what people are working on.
removed rigid bodies from tree prefabs and setup the code to add them them on being chopped down
Don't spawn decor that isn't game ready flagged.
Disabled decor bushes to test.
Disabled physics auto sync transforms.
rebuilt pine small resource
Vaious animals no longer senses entity types other than Unit
AOT serialization and other changes for IL2CPP
Fixed bad profiler hooks in CandidateEntityFilter
Decor patch object pooling, probably
Stick pile interaction positions
Various panel tweaks.
Secondary held inventory panel test.
Armor/insul icon consistency.
Some new icons.
DecorPatch places the decor in the correct position
Top dock cleanup.
Killed the transparency.
Assign correct values to the newly created decor objects
Panel intro animation setup. (Disabled for now.)
Reverted pooling change that wasn't actually useful
Fixed decor system not setting prefab pos/rot
Fixed my dumb code, thanks rohan
Exposed decor pop pool size
PlayerCommandWidget performance improvements
Building construction state bookeeps registered builders, should fix new UI
Wrapped AttachmentPoints in a containing class to avoid boxing in Blackboard.
EntityComponentSystem budget ticking fix
Specialized fog of war for full circles so it's not as slow
Fixed blackboard copy not copying attachment points field correctly
Zero allocation fog of war
Gathering AI now harvests from any resource that isn't associated with a player command if it provides items for an existing stockpile.
Various gathering AI tweaks.
Fix some things that blocked loading savegames
Moved the campfire light source down a bit so it stays under the spit
Make sure FoW map is set when initializing drawer
Food Consideration curve adjustment.
Waiting for next interaction breaks if the interaction gets disabled
Break go to smart object if the interaction plan gets disabled.
Settlement Desirability NRE fix
Added back housing need but reworded to indicate that it's optional. Moved it to level 2.