17,530 Commits over 1,614 Days - 0.45cph!
Nuked some old cosiderditions (new word)
Modal popup hover state fix
hair movement slimplified and works. need to check see if it breaks instancing. added hair caps under the hair that dont get animation to stop flesh poking out
Remade Zone object in smartobject_test scene, which fixes weird warnings (ty Unity you mentalist)
Renamed BeforeDebugObject to DebugToolsObject, fixed Instance property
TrySetCurrentGoalPlanVariant stuff
started adding influence maps and debug view of them
Influence maps work a bit more now (still not quite there)
Fixed y being used instead of z when setting grid position
Couple more influence tweaks
How do you like this, silly panda?
Grid position finding is more accurate now
Grid resetting no longer slow as fuck
EntiySettings.GridUpdateRates
Moved grid updates to a tick accumilation setup in EntityManager
Added GridManager Add/Remove
Gid[IntVector2] overload
Group and Social GridUpdateRates overrides
Fixed EntityManager GridManager update routine being broken
Entity destruction/cleanup gate
Entity/EntitySettings to BaseEntity/EntitySettings, base types are abstract
EntityComponents that want to execute Unity's Update must impement ITickable, Entity types can derive from TickableEntity
Fixed bad property drawer in BuildingSettingsEditor
Sesnes.IsPerceivable optimisations
Unit/Entity type perception cache in SensesComponentManager
Fixed bug in AI Debugger (top keks) causing NRE when rendering GPV slots
EntityManager won't tick until GameManager.GameState == Game
Unit derives from TickableEntity
Fixed missing condition in Goto
Debug Tools Object pre-existing in main scene, stores gradient for IM vis
InfluenceGrid.Reset actually works now
Unit collections parented to container in zone
Visual FX cached in a container transform
Added ScreenShake camera effect
Numerous other tidying of object parentage
Moved Machine VFX and VicinityEffect setup to init, not constructors
Shitty building placement FX
Fixed AI debugger not working
Scene/prefab save because TOD scattering had a bad sky ref
New tribe create UI WIP
Human prefab updates
Fixed human damage overlay not working
Tribe creation UI functionality and cleanup
Fixed some issues with the Unit.Wearables API
Added WhiteCat toolkit
Fixed tooltip title being truncated
Disabled grid gizmos by default, toggle on GridManager + DebugTools settings panel
uncommented stuff + merge
fixed human male item bone position (dont actually know what was wrong but reexporting and rebuilding fixed it)
Apparently I made changes...