192,980 Commits over 4,049 Days - 1.99cph!
Various CandidateEntityFilter cleanup
Same fix for FilterEntities
Fixed TargetFilterUtility.FilterEntitiesGetFirst not incrementing candidates_evaluated properly
Cheaper UnitCanPerceive cache
Fixed some shitty oversights in DM filtering
Made BaseGrid.ValueAtEntityPosition virtual, override in TemperatureGrid to avoid looking up closest position to entity's world position every time we used this[x,y]
Minor optimisations in Effects, Flags
more WIP color stuff and some cleaning
Add mathods from the old Bootstrap file
Initial bootstrap script import. Removed ActiveSceneCheck. Repurposed my MonoBehaviourHelper to mirror Bill F's equivalent MonoBehaviourEventCallback
Goal.MakeFire scoring improvements
Changed a few target filters to use first candidate mode
TargetFilterSettingsEditor always shows filter data when viewed directly
Set all existing target filter usages to override default entity candidate filter, so we preserve expected behaviour from pre-refactor
Helpbox hint explaining candidate filter overrides on target filters in a goal plan
Merge from filtering refuckery
fixed explosive bullets doing slightly too much damage
First pass on convars for monument spawning of npcs.
SwapArrows is IClientComponent
Fixed skin icons not calling apply after loading
BehaviourChainFilter renamed to EntityFilter
TargetFilterSettings holds a default EntityFilter, can be overridden where used in a GoalPlan
Bot players fully working. Type addbot at server console to add bots.
Tidied up various methods in CraftingOrder and Knowledge and moved some of them to a utility class.
Added Activity when someone places a Crafting Order.
Crafting component now stores registered crafting station(s) for easy access.
Only cull game objects we culled components from when they don't have any children
Some more workshop skin profiling