6,973 Commits over 2,741 Days - 0.11cph!
Better scrolling in the inspector, other css tweaks
Horizontal and vertical layouts, supports nesting
Sort properties from reflection so they don't shuffle around sometimes
Add a method to property sources to get a single property instead of all
Store state in a list so order wont mess up
Allow properties to hide their names on the inspector UI
Finish css for flags enum
Inspector for enums, need to finish off flags still
Don't expand strings as IEnumerable
Expand lists (and arrays) in inspector
Fix expanding nested subobjects
Only show 3 decimal places for numbers
Transform inspector, properly set values inside structs
Also clear the selected entity properly if it's destroyed
Refactored to use property type when finding inspectors, made generic components editor, quat inspector
Switching between vec3 components no longer confirms changes, switch to something else instead
Fixed some inconsistent sizes so things look lined up properly
Gray out ticks when theyre readonly
Properly hide the default tick mark
Use checkboxes for bools, gray out readonly property names
More restricted primitive value inspector (no enum or bool)
Make readonly properties also readonly on the inspector UI
Fix warning when getting mass and physics is disabled
Inspector style
Fix managed component instances not being removed when component is destroyed
Also use JsonIgnore to disable sending variables to hud (until we redo this)
Entity inspector HUD (open with F3) to let us click on things and inspect them
Namespace consistency, remove test code
Toggleable sections in inspector
Split primitive inspector into a generic inspector textbox component
Fixed inspector key doing weird things when overflowing
Add some css to indent nested objects
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