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28 Commits over 62 Days - 0.02cph!

6 Years Ago
Add a warning for when ticks miss their deadline and run without budgeting
6 Years Ago
Fix context menu actions getting duplicated sometimes
6 Years Ago
Make sure ECS ticks run according to the set tick rate, slowing down the game if required
6 Years Ago
Make sure StringBuffer grows to at least the required length
6 Years Ago
Allow StringBuffer to replace with null
6 Years Ago
StatManipulator pooling fixes
6 Years Ago
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
6 Years Ago
Cache savegame metadata so it doesn't reload more than it needs to
6 Years Ago
Never skip active module scoring so units don't randomly switch tasks
6 Years Ago
Merge from main
6 Years Ago
Add some checks back that we probably need
6 Years Ago
Bring some changes over from tick_freq
6 Years Ago
Fix PooledList race condition and a duplicate key exception when telling a unit to build
6 Years Ago
Fix sometimes not finding the item to remove in the known entity list
6 Years Ago
Remove Knowledge.SortEntityData
6 Years Ago
Tick some more AI modules a bit slower
6 Years Ago
Tick agent ECS every frame with no budget
6 Years Ago
Increased tick rate, decreased frequency of some modules
6 Years Ago
Merge from main
6 Years Ago
Experiment with ticking AI modules at different rates
6 Years Ago
Removed a smaller allocation PooledList was doing that isn't relevant anymore
6 Years Ago
Make PooledList<T> use FP.System's pooling so it wont allocate as much
6 Years Ago
Make sure FoW map is set when initializing drawer
6 Years Ago
Moved the campfire light source down a bit so it stays under the spit
6 Years Ago
Fix some things that blocked loading savegames
6 Years Ago
Zero allocation fog of war
6 Years Ago
Specialized fog of war for full circles so it's not as slow
6 Years Ago
AOT serialization and other changes for IL2CPP