17,530 Commits over 1,614 Days - 0.45cph!
Helpbox hint explaining candidate filter overrides on target filters in a goal plan
Set all existing target filter usages to override default entity candidate filter, so we preserve expected behaviour from pre-refactor
TargetFilterSettingsEditor always shows filter data when viewed directly
Changed a few target filters to use first candidate mode
Goal.MakeFire scoring improvements
Minor optimisations in Effects, Flags
Made BaseGrid.ValueAtEntityPosition virtual, override in TemperatureGrid to avoid looking up closest position to entity's world position every time we used this[x,y]
Fixed some shitty oversights in DM filtering
Cheaper UnitCanPerceive cache
Fixed TargetFilterUtility.FilterEntitiesGetFirst not incrementing candidates_evaluated properly
Same fix for FilterEntities
Various CandidateEntityFilter cleanup
Moved unit biography util to keywords, added IUnitKeyword, templates for different bio types
Added some more words to unit names filter
More keywords, various goal plan descriptions
GoalPlan.LookAtSomething uses first candidate mode
apparently I had some unsaved data
Cohesion event calculation improvements, should stop people asking to join when cohesion is low for extended periods of time
Moved the candidate count increment to after filtering
Fixed Effect.IsValid being set true before state had been processed
Crafting goal plan description
Max candidates and max entities to filter now exposed in CandidateEntityFilter.
Overriding Target Filters' default filter now works.
EntityInspectionWidget no longer tries to activate detail portrait for non-human, non-player controlled units
fixed possessions code.
picking up adds to possessions.
EntityComponentSystem adjusts tickrate with game speed, exposed rates in config
Ensure that stranger spawns are at valid navmesh location
Items now store a failed path count whenever a unit tries to get to an item and cannot
If this happens 10 times the item is moved to the end of the partial path to the unit, so hopefully somewhere accessible
Fixed shelter desires having bad momentum drain value
Desires hold their creation and last refresh game times
Added desire lifetime stat simulator for use in effect manipulation values (higher = older desire)
Check if a unit already has an item before adding a possession requirement
Fixed campfires being marked not available if they are at 100% capacity (might fix units not lighting fires in later games)
Fixed non-player controlled tribes running cohesion and spawning strangers (this might fix the strangers not getting added to tribe bug, they were being spawned with a target group that wasn't the player's tribe)
changes plasticed flagged up
island 01 paint mode to none (to stop splats from getting modified when they shouldnt be)