17,530 Commits over 1,614 Days - 0.45cph!
removed DistanceMap because it's slow and we don't use it
Fixed potential TerrainMeta.OnEnable NRE
Units hold race definition, piped through UnitSettings.Create
Unit race shown in debug panel
Unit race as object field in debug view
optional object context override through BaseEntity.Log
Fixed DecisionMaker.FindBestAbilityPlanVariant running target filtering for abilties with TargetMode.OnlySelf
nospawns has trees and shit now
Fixed bad key usage in CameraParticles.OnWeatherChanged breaking loading same game while playing
Fixed cache not being cleared in TerritoryLocationSelectorSettings
Fixed potential Unit.Race and Group.Race setter NREs (allowed to be null)
PlayerController dead units fixes
Fixed pine tree not having positions for its interactions
more spawning on nospawns
removed cave on nospawns because it's annoying
moved activity widget to right middle of screen
merge menu scene with main scene
added entity log window, all entity logs stored in list at runtime
Entity log auto scroll, tweaks
baked height map for nospawns.
added Body Temperature stat which ticks up and down based on Temperature.
Added EvaluationTargets.BlackboardEntity, refactored DecisionContext.GetEntity to support reading target from a blackboard
StatsImporter uses float.TryParse and logs errors warnings when we fail
Warmth need now uses body temperature.
Added definitions for min and max temperature.
Stat importer now accounts for people who like in Europistan
body temperature now driven by min and max temperature stats
updated a bunch of Effects to use the new body temperature stat
stats have unit classes.
stats no longer have entity type.
groups only have vitals and needs.
Removed Agent and Effects from IEntity, moved to IUnit
Moved a lot of Stats functionality out of StatsComponent in into StatsCollection
Groups no longer have a Stats component, only GroupStats which now owns a collection and has no persistence overhead
StatCollection update from data will ignore stat types that are not valid for the parent entity
removed skill gain and calculations from animal combat
cleaned up stat measurement and manipulator application to account for units no longer having all the stats
trying to fix bears not attacking properly
Renamed existing HostilityCondition to UnitTargettingConditon, added UnitHostilityCondition that actually uses our hostility types utility stuff
Optimised some editor stuff (create asset form type selection is now faster)
Animal defensive AI tweaks
hostility / comparison conditions cleanup
find attacker to fight checks for targetting again
Aggressive animal AI WIP (looks like it works, but just needs more module weight or score tweaking)
removed old movement bools
removed moveStateLerped definition value so it will update when unit is spawned
Data save, various default modules
merge from options branch