17,530 Commits over 1,614 Days - 0.45cph!
More InteractionPosition stuff
EntityViewEditor with InteractionPosition editing stuffs
5.2.0p1
Campfire prefab tweaks
Island 001 topo tweak
Added LogString Action
Added GoToDistance Action
Added AddEffect Action
Added numerous actions and considerations for basic combat
-merged in new camera on main
Deleting and ignoring /.vs
Merged from GC optimization branch to main.
We no longer sort the decisions best to worst, but rather ask DM for best decision.
Fixed potential NREs in InteractionPosition
fixed bad string formatting in Group+Knowledge
Make sure we don't instanciate PerceivedSmartobjectData or PerceivedUnitData more than once per index of the FixedArrays, and only on demand. After that, we just replace the internals.
disable breeding group for DM scoring
Minor changes in FixedArray.
Starving had a list of 1 modifier, but nothing was assigned.
Misc tweaks to Unit+Senses.
string.Format fix in Unit.FindPerceivedSmartObjects
and another string.format fail
Moving perception classes to their own files
Group+Knowledge listens for smart_object.OnSmartObjectDestroyed
some container and unit item related convenience methods
OnPercievedUnitDestroyed de-linqing
Radial menu tinkering
Commented out log warnings in FixedArray that were killing the profiler
our OnEntityDestroyed delegate was the reason for the crazy GC Allocations, not poor old Raycast!
Optimized GroupBy in Stat+Tickable and Stat+Modifiable.
SmartObjectManager does the same add/remove dance as UnitManager (we should centralise to an EntityManager ptrefall?)
Refactoring PlayerController radial menu callback stuff a bit to work with new RadialButton type instead of lots of bespoke delegates
Entity destruction cleanup
Added EntityManager
Added Agent.Destroy, tweaked Unit/Agent/Group destructors
Fixed BiomeMaterialObject being added to UnitView twice
Consumable.Consume() calls SmartObject.Destroy instead of the entity base method
Unit+Senses removal code tweaks
Removed the warning for when an element in the array is null.
Cleaning up Removal a bit in FixedArray, still a little bit of fiddling left.
shouldn't set any elements in FixedArray to default(T) unless removal allows it.
Updated human assets and fixed some issues with prefab creation and updating in BeforeEditor
Some touchups to FixedArray
Added a Test scene for FixedArrays.
More complex testing of Fixed Array.
Added debug print to OnSmartObjectRemovedSenses.
FixedArray now accept the "Check if already exist" flag, which we need when adding anything "surrounding" due to the nature of "physics triggers".
Entity destruction tweaks
Remove now tests for duplicate entries.
FixedArray now implement it's own Contains function that's limited by Count...
Removing TestFixedArray lines in Unit+Senses
Rename RelationShipConsideration > IsRelatedConsideration
Added ThreatConsideration (returns weight of target unit's species in the unit's predator listing)
Added option for removing any occurences of null in a FixedArray when we Add or Remove elements, defaults to false though...
Foldout editor for additional selected asset in BeforeEditor (toggle button in toolbar)