6,993 Commits over 2,771 Days - 0.11cph!
Setup managed side of HUD components before mounted()
Add methods to get the managed instances of HUD components by type or ID
Copy hud components before iterating over them
Cache savegame metadata so it doesn't reload more than it needs to
Never skip active module scoring so units don't randomly switch tasks
Add some checks back that we probably need
Bring some changes over from tick_freq
Fix PooledList race condition and a duplicate key exception when telling a unit to build
Fix sometimes not finding the item to remove in the known entity list
Remove Knowledge.SortEntityData
Tick some more AI modules a bit slower
Tick agent ECS every frame with no budget
Increased tick rate, decreased frequency of some modules
Experiment with ticking AI modules at different rates
Removed a smaller allocation PooledList was doing that isn't relevant anymore
Make PooledList<T> use FP.System's pooling so it wont allocate as much
Use generics to store PoolCollections instead of a Dictionary
Make sure FoW map is set when initializing drawer
Moved the campfire light source down a bit so it stays under the spit
Fix some things that blocked loading savegames
Zero allocation fog of war
Specialized fog of war for full circles so it's not as slow
AOT serialization and other changes for IL2CPP
Binds for camera angle clamping
Fix a crash when initial workspace fails to load
Directional lines, other behavior tweaks, spectator UI fixes
Enable debug mode for velocity.js
Allow mouse capture on any element, not just div
Fix an exception preventing the game from running a second time in editor
Allow GetEntitiesInRadius to search for interfaces too
Include all entities in GetEntitiesInRadius' search
Upgrade to FontAwesome 5.1 (switch to class fas instead of fa)
`Make Quat.FromAngles accept Angles, getter for viewport size and camera aspect ratio
Vector2 length property, distance method
Only serialize required fields for vector and box structs
Add properties to get image pixels as Color32 struct
Name the generated VS solution whatever the parent folder is called
Catch exceptions from gamemode init so it doesn't prevent the menu from spawning
Write the generated C# files to compiler temp folder instead of addon folder