17,530 Commits over 1,614 Days - 0.45cph!
More foreach removal in agent tick routines
Commented out ini parser stuff from GameOptions
Units no longer play selected sound when sleeping
Units no longer selectable when dead
Tribe now has access to all buildings by default
PlayerController uses UnityEvents
RadialMenuWidget listens for PlayerController events
PlayerPrefab tweaks
Made PlayerController UnitEvents serializable
Cursor state stuff, added contextual cursor variations
Radial button tinkering
Renamed ISelectable > IInteractable
UnityEvents for Entity destruction
Fixing PlayerController interaction issues
Commenting out bad emote stuff
Reverted bad analytics manager settings
Added ColorfulFX third party
Emotes now have priorty which is used for weighted randomisation from the pool
Added some new sounds for male idle, hunger and tiredness
Moved GameStates and GameSpeeds enums to their own files
Made GameState and GameSpeed properties static in GameManager
Disabled combat abilities being scored by DM for now due to bugs
TOD Tweak
Reverting input manager to pre camera v3 state
Default UIManager.isVisible to false
Remove drag modifier input check in PlayerController rect selection
Moving some sounds around
Tribe no longer creates a TribeStockpile component (retired until potential later use)
Added Unit.UnitEvent and changed OnUnitDeath to a UnitEvent
Unit animation and item related fixes
Remove [RequireComponent(typeof(SmartObject))] from Item
DistanceConsideration re-write
Unit knowledge debug view
Don't clear senses arrays every tick
Starving effect drains health again
More foreach nuking in senses
Optmisation and refactoring of Unit+Pathfinding events and all GoTo type actions
Some GC opt in Stat+Tickable
More foreach removal in Effect, EffectSettings et al
More GC opt, fixed some issues with pathfinding events
Show total smartobject count in unity knowledge debug list
Menial Action layout consistency, removing some old refs to agent that we don't need (Action stores ThisAgent)
DataAsset no longer abstract
Added NullRefChecker which will spit errors if StatModifier assets have nulled fields
Optimising Unit Item and Attachment systems
More LINQ removal, GC opt and profiler hooks
Fix stupid shit in SmartObject
Reset all attachment point data for item views, buffer AP offset list in ItemViewEditor when refreshing
TOD settings and rays tweak
Refactoring breeding and fixing some bugs with Unit+Family
ItemViewEditor tweaks, should fix erros related to attachments
Removed more LINQ from SmartObject
Unit emotes will be disabled and revert to idle when carrying items
Graphics options refactor stuff, still crap
Graphics options / UI tweaks
Merged from Hunting branch, to bring ActionChainData direction to Main.
Disabled hunting on main.
Fixed GoToSmartObject.cs
StandNear/SleepHere/SitByFire DSEs include distance considerations again
Fixed bug in DepositItem after merging actions.