254,392 Commits over 3,990 Days - 2.66cph!
-debug on harvest materials score
Entity physics lazy rigidboy property
HarvestFood consideration stores a need in settings
TargetRequiredByTribe.ConsiderAsResource also considers machines properly
Removed ValueOfHarvest consideration
HarvestResourceSettings stores ResourceItemSettings, assigned by Resource during CreateInteractions
Resource.CreateInteraction gives interactions a new HashedId after naming
Removed some redundant/old consideration types (HarvestMachineResource, HarvestBuildingResource, ItemRequiredByTribe, ItemRequiredByMachine, ItemRequiredByBuilding)
TargetRequiredByTribe acts as a generic score for multiple target types (Item and Resource)
Create empty ACD if entity is null in ActionChain constructor
- Refactored a ton of enemy-player-aware checks
- Pressing I will toggle invisiblty to AI