17,530 Commits over 1,614 Days - 0.45cph!
Updated resharper templates
Refactoring building interaction data + validation, default interactions are defined on the script meta and validated in BuildingSettings.OnValidate
BuildingSettingsEditor upgrades stuff WIP
Removed SkillUseParameters from BehaviourPlanData as it wasn't being used
Moved some building data classes back into a single file for convenience while refactoring
Minor layout in BaseEntity
Merged Smart Object Persistence branch to main.
ID classes weren't Serializable. gg.
Added Role nouns
Disabled AI manager action chain pooling as it's buggy
GroupKnowledge persistence WIP
Let's not merge out save and load functions from SmartObject.
BehaviourPlanData renamed and move to InteractionPlanData, now held by the InteractionPlan
Smart object partial for persistence
Fixed bad Building.PercentageOfRequirementsMet values causing people to build stuff that cannot yet be built
Roles on Goals
Debug hookup fixes
Fixed bad music triggers
Disabled collaboration navmesh update toggling since it seems to break a lot in 5.5, needs further investigation
ProtoInclude PersistedSmartObjectData
Building attachment prototpying
fixed a missing constructor
Avoid creating new SmartSubscriptions in TrySubscribe, use FixedArray GetEnd pattern properly
Behaviour moved to BaseBehaviour, now abstract, inherits from PooledObject for generic pooling support
Lots of profiler hooks, and pooling changes
FuelToEffect now persists properly
CorpseCreator NRE fix and more Machine persistence
Fixed some issues with behaviour pooling
updating shader to fix ase glitch
smartObject layout, related classes to files and general cleanup
SmartObject cleanup, cleaner interaction position persistence, reserverations and subscriptions find references to InteractionPosition on load
better smartobject interaction API wip
minor DistanceConsideration optimisation
dont bother saving/loading smartObject subscriptions or reservations for now
updated navmesh components for 5.6b3
updated ASE, compile fix hack
editor settings tweaked to reduce sprite packing
added SE shadows
post tweaks
reduced clear weather cloud brightness
remade human model avatars
fixed bad portrait camera settings
made animals rotate on one axis to match terrain normal better
fixed BaseId hashedId not being serizalized
editor tags around AssetId getter dirty call
Relationship system callbacks made optional via flags in data (animals don't need to have opinions on each other
Added a bunch of profiler samples while GC hunting in Trigger evaluation callbacks
Fixed Unit.Physiology.BaseScale not being used when settings View scale in Aging component
Split DecisionMaker into a partial, cleaned up internal methods adding some debug logs for fresh decision allocation
Improved DecisionMaker decision clearing