17,530 Commits over 1,614 Days - 0.45cph!
TerritoryLocationSelector robustness/optimisation
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
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
Fixed DepositEntitySettings shitty blackboard reading
Experimenting with running TerritoryLocationSelector in a background thread
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
Fixed NRE in Override Score logging that was breaking the AI.
Waking Up module on 2nd slot DM.
Cohesion logging bool.
better clearing of tooltip content when mousing over something else
Improvements to Blackboard.GetEntity
Subtracting
14319 (threaded location selector shite)
Fixed Blackboard.HasKey CraftingOrder switch case returning wrong field
Renamed IsBlackboardItemInPossessions condition to IsPossession as it doesnt use the blackboard
RequestCollaborationSettings writes resulting request to blackboard
Moved GridManager stuff back to main thread on a coroutine
GridManager.UpdateEntity optimisation, NRE fix
Crafting station keyword and other tidy ups
Renamed GridDataDefinition.FixedArraySize to InitialCellCapacity, which describes what it is actually used for
Replaced the BaseEntity.this[GridDataDefinition] with GetGridPosition
Moved GridManager coroutine stuff around so we dont try to update entities until game ready
GridManager update coroutine yields to Task.Run (testing)
Fixed entity grid position not getting properly set on create
GroupActionDesire & AskToJoinGroupActionGroup (lol rly) use cast cache properties for specific desire type
Removed desire type properties from blackboard
Tweaked some container fill settings for cooks to make them more reliable in crowded environments
Game Camera now blocks zoom while over UI (fixed scrolling roles window also zooming)
Fixed go to random radius (5) set to 0 radius (should fix units sleeping on top of each other by a campfire)
Cooks now check if they already have a crafting order for a basket before making a new order
Renamed CreateItemKeepDesire to AddItemToPossessions (we don't have keep desires anymore)
Fixed AddItemToPossessions action not adding the item to possessions (this makes berry gathering much more reliable)
Fixed a missing EndVertical in StatManipulator drawing.
Removed ItemActionDesire completely.
Crafting component now adds required items to Possessions.
Tidied up Possessions.
remove GoalPlanVariant.SlotType
Fixed missing ProtoContract on Possessions.PersistedPossessionsData.PersistedCurrentPossessionData
Fixed player commands not working
switched fade mode from speed tree to none to save some ms
Tidied up various methods in CraftingOrder and Knowledge and moved some of them to a utility class.
Added Activity when someone places a Crafting Order.
Crafting component now stores registered crafting station(s) for easy access.
Merge from filtering refuckery