19,298 Commits over 1,614 Days - 0.50cph!
Added first proper impostor (tree_pine.prefab); updated views and biomedefs
Added impostor for tree_oak.prefab; updated views and biomedefs
Updated impostor shaders
Updated some trunk materials
Added impostor for sapling, birch, shrubery_fern and bush; updated views and biomedefs
Disabled animated cross fade
Switched to impostor shadows on LOD1
Tweaked shadow bias on bush impostors
Tech tree node connectors
Fixed research module being gated by research job that was not assignable in game. Job is currently un-used, corresponding crafting jobs are used (altar may require a separate job)
Research stations can specify a required job
Conditions.HasRequiredSkillForResearch -> CanResearchAtStation, checks job and skill
Getting rid of some allocations:
- StatManipulators were never being returned to the pool
- BuildingView always allocating for a closure that isn't used 99% of the time
- Add StringBuffer as an alternative to StringBuilder that doesn't shrink
Fixed trigger evaluation running when the game is paused or not in playing state
StatManipulator pooling fixes
Notifications will now auto expire if the creator entity gets destroyed
Allow StringBuffer to replace with null
Removed some debug lines from GameSpeedControlsWidget
ECS can tick continuously
Tidy up.
Dispensable registration.
Fixed units getting flagged for debug by bad inspector code
MapSettings stores a biome def, no longer needs to be set on the ZoneBiome component in scenes
Debug tools filters game events by type to avoid errors
Settlement debug panel has a button to force a level up
Zone components lazy get parent
merge from dispensable registration branch
Fixed TribeJoinNotificationPopup.ShouldActivate NRE
Added ability to override highlighter renderer (for impostors)
Highlighter override support for multiple overlay renderers
Fixed impostor highlights for pine, birch, oak, sapling
Make sure StringBuffer grows to at least the required length
Added impostor shadows for all LOD levels in pine, oak, birch, sapling, shruberybush, fern
Reduced/adjusted shadow bias on all impostor shadows
Disabled motion vectors on impostors
Probably fixed buildings and stockpiles looking incorrect
Material property block usage cleanup
Make sure ECS ticks run according to the set tick rate, slowing down the game if required
Removed UIUtility.Get<T> log
UnitFrame sleep indicator
Made all unlocks game ready to test tech trees a bit more
Tweaked some building overlay UI
Added Condition.UnitSettlementHasStockpiles
TargetFilter organisation, partial for entity source methods, profiler hooks
Stockpiling AI is gated by check for settlement stockpiles that aren't full
Building AI is gated by a check for any unbuilt buildings
Various building AI tweaks
target filter caching test