17,530 Commits over 1,614 Days - 0.45cph!
Made sure all DataAasset.Warmup overrides call base, added debug/profiler asset name caching to Warmup
UnitView hides unskinned _meat renderers
Replaced all RectMask2D usages with Mask
Canvas settings, added canvi to some subscreens
EntityEx.IsInView stuff removed, now runs in EntityManager update, sets BaseEntity.IsInView property every frame
UIWidget caches scrollRect components and toggles them on activate/deactivate
Same caching for TextMeshproUGUI
Stat.OnMaxValueChanged invocation gated by designer exposed threshold
Morphs optimsations
Target filter caching experiment
Replaced some dateTime comparisons with garry's nifty TimeSince thing
Target filter caching stuff
Fixed NRE in UnitIndicator.Unassign, happened when restarting from a backup save
Human/Idle scoring tweaks, disabled random "Sit" behaviour
Fixed GridManager not being properly reset between sessions
EntityManager now has a budgeted TickRoutine that handles bounds checks, grid position updates, destruction cleanup and calls into GridManager's influence update
TextMesh hack to avoid running LateUpdate for all the things ever
UIScreen active state toggles GraphicRaycaster.enabled
Simplied UI scene structure
Hacked in TMPro_UGUI_Private.DoLateUpdate, which is set via UIWidget.OnValidate
Removed BaseEntity.IsInView property, now only set for units
Added EntityEx.InFrontOfCamera
Build fix
BaseGrid.ValueAtEntityPosition robustness
Grid static entities not getting grid positions
Replaced BaseSettings.GridUpdateRate with IsStatic bool
Idle AI scoring fixes
Fixed building placement guide UI blocking raycast
Building item requirements can optionally be required to be added in order
UI fixes
Fixed building UI showing empty categories
Refactored some gameManager/UI manager bits
Fixed UIWidget base.OnValidate not being called by some child types
Got rid of UIWidget animator toggle caching as it was fucking various pooled elements
Fixed activity popup not closing properly
Leaving And Joining Tribe debug setting.
Debug settings should now load correctly without having to display the tab.
less hectic navigation failure warping (maybe)
Stopped goats from spawning inside the cliff
Simplified AI scoring and toned down mad bonuses from inherited score and module score.
default GPV momentum back to 1.
Also I changed all the data apparently.
AI Debugger now shows clamped score
Refactored a bunch of Item methods to support bypassing of animation callbacks for pretty much all the things
Reworked parts of island1 to get rid of some navmesh islands that were inaccessible
Fixed fog of war debug toggle
Island1 rebake, rabbit den navmesh fix