193,216 Commits over 4,049 Days - 1.99cph!
Bots handle being in prison
Added File.ReadUShort
Added File.ReadULong
Added File.WriteUShort
Added File.WriteULong
Pine trees mesh and texture polish
Only apply the LOS raycasts we have to apply for NPC senses.
Touch-ups on AI profiling
Adjusted scientist vision range (optimization).
Tweaked spawnpoints/coverpoints (optimization).
Fixed bug causing overhead in sample circle.
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arrowheads now show up in 3rd person
Removed the Social Need consideration from Goal/Request Collaboration as it is "generic" and was breaking the breeding module
Clamped GoalPlanVariant momentum to a minimum of 0.01
Fixed CanPerceiveEntity's blackboard evaluate overload
Dynamically change stopping distance of NPC based on active weapon to prevent ghosting through enemy when wielding melee weapons.
A couple more profiler hooks.
Some more profiler hooks for AI.
Profiler hooks to catch some AI overhead (navigation operator)
Reduced npc vision range (optimization)
Experimenting with running TerritoryLocationSelector in a background thread
Fixed DepositEntitySettings shitty blackboard reading
commiting updated flare viewmodel into the main branch
Blackboard positions list cleanup
Still unfucking blackboard
Fixed blackboard resetting backing fields for various internal holder types, made backing fields read only
Fixed blackboard not assigning value before trying to cast it
Fixed blackboard clearing properties
merge from /main/less_ticks
merged scientists to main for testing
Move RunECS functionality in to EntityComponentSystem
EntityComponentSystem.Tick stops after doing every entity at least once in a frame, rather than at end of its list
more texture/material , UI mini unit frame tweak
TerritoryLocationSelector robustness/optimisation
Player placed buildings get added to all tribe member's knowledge instantly
Placed buildings preview mesh uses different material
Conversations widget positions icons in LateUpdate
Fixed activity popup window being active by default