17,530 Commits over 1,614 Days - 0.45cph!
greybox cleanup
Unit.Combat doesn't address Unit.Info in it's constructor
MorphsParametersDrawer fix
Moved Unit+Animation to a component.
Made Unit.Animation enabled by default
Moved Unit+Groups to GroupMember component.
moved dens meshs to new folder and created prefabs then added to island 01 and baked navmesh moved warthog to seprated fbx so it builds properly and gave it a unique material
Unit+Morale ported to component
Unit+Knowledge ported to Component
Unit+Movement ported to Navigation component
Asset enum drawer is back, and it works ;o
Ported Unit+Properties to Component
Added EntityComponentPriority, controls init order
Ported Unit+Relationships to a Component
Entity.DefaultStats init setup
Ported Unit Emotes and Reproduction to components
Fixed bad stats init
Ported Unit.Resource to component, some cleanup
Fixed some incorrect strings in EntitySettingsEditor
GroupSettings calls Setup like it should
Groups tab in BeforeEditor
Re-organised data paths in Resources/Data
Debug spawner fix
Entity destruction fix
Fixed Entity Setup not setting flags before init
TribeCreationManager calls Setup on PlayerTribe
Debug spawn fix, UnitCollection fix
Moar fiddling with confidence stuff.
TickModes added to EntityManager, re-instated a brute force tick of all entities for testing
Fixed budget tick not cycling through the tick phases correctly.
Tickrate gating in stats, effects and senses components
Hopeful this fixes the NRE
Resource editor fixes
UnitSpawner editor defs
Radial menu cleanup, default action event callback when passed a single command
Command code, radial rework
Animation component tweak to grab settings the easy way
AvatarPostprocessor tweak