19,298 Commits over 1,614 Days - 0.50cph!
Removed Stats+Properties partial, exposed stats via Stats[name] operator property
Rage generation from Combat component instead of set target action
Setting combat target gives rage boost
QuadTree cherry from main
Slight performance boost going from 2D array lookup to 1D array in QuadTrees.
Removed ISpawner interface, fixed HintCreators being spawned when parent GameObject is inactive
Added "Not In Combat" Effect
Removed old unused method in Combat+Targeting
Merge the concept of Player Command and Player Instigated in GPV/Behaviour
Threat conditions on various modules (idle, sleep)
Added InCombat Effect, which increases Rage over time
Fixed missing StatManipulatorParametersDrawer calculation string
Fixed NRE in ScreenShake
Fixed bad EndSample in QuadTree[]
Unit/TribeSpawner terrority influence is optional
Observation goal gated by threatened condition
Cherry picking
11166,11168 from main
Fixed a couple of bad Activity creation calls in Tribe
ActivityManager.Add robustness
EntityActivity.InvokeEvents robustness
Cherry picking
11163,11164
hand bone position change
Cherry picking
11160 from base_project
Basic project validation window + asset processer hook
Fixed EnemyOverlayWidget not freeing up icons used by dead targets
Activity refactored to no longer use enums, definitions are used for categories and types, as well as data mapping (text templates, icons, etc)
Player progression rework.
Destroy entities that go out of bounds
Testbox nospawns setup for tree cutting
TimeManager.SetTimeScale never sets fixedDeltaTime to 0
Fixed Group+Callbacks NRE
Merging Group/Tribe and Player cleanup from base_project
Player no longer explicitly owns a Tribe, instead references IGroup
Various Group/Tribe cleanup