201,771 Commits over 4,171 Days - 2.02cph!
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 pubic skin-hair cap floating geo and added hairstyle 02 skin-hair cap, Seems to work with no visible seams.
Bodged observer shit, hard to keep this clean...
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
more texture/material , UI mini unit frame tweak
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
merged scientists to main for testing
merge from /main/less_ticks
Fixed blackboard clearing properties
Fixed blackboard not assigning value before trying to cast it
Fixed blackboard resetting backing fields for various internal holder types, made backing fields read only
Still unfucking blackboard
Blackboard positions list cleanup
commiting updated flare viewmodel into the main branch
Fixed DepositEntitySettings shitty blackboard reading
Experimenting with running TerritoryLocationSelector in a background thread
Reduced npc vision range (optimization)
Profiler hooks to catch some AI overhead (navigation operator)
Some more profiler hooks for AI.
A couple more profiler hooks.
Dynamically change stopping distance of NPC based on active weapon to prevent ghosting through enemy when wielding melee weapons.
Fixed CanPerceiveEntity's blackboard evaluate overload
Removed the Social Need consideration from Goal/Request Collaboration as it is "generic" and was breaking the breeding module
Clamped GoalPlanVariant momentum to a minimum of 0.01
arrowheads now show up in 3rd person