19,298 Commits over 1,614 Days - 0.50cph!
Various resource interactions tweaks (exclusivity, positions, distances etc)
Fixed duplicate building views being created + more animation stuff in BuildingView
Building view animation WIP
Enabled instancing for a bunch of materials
Shader variants, includes
Added TextMeshPro
More content cleanup
Nuked rain distort shader + materials, updated prefab
Content cleanup
Tweaks to ResourceViewUtility
Some assets ids
Morphs cleanup and summaries.
Fixed bad Definition name cache
Fixed bad name caching in DataAsset
GameConfig can be accessed through Before.Config, both at runtime and in editor
Water shader cleanup, shoreline tint global variable, editor update hook
Renamed SensesParameters restricted definition lists to "Valid" types
DataAsset.Id HideInInspector
Shader includes, variants
Fixed potential NRE in Effect.HasActiveActionChain getter
Fixed NRE in Effect.Assign
animal folder name changes
Fixed some bad input states in playerController (can cancel building placement position again)
Fixed Effect.HasActiveActionChain always returning true (action chains are never null due to pooling, added isValid flag for this usage instead)
Effect trigger evaluation profiler samples
Effect triggers optimisation and cleanup
Fixed an MRE caused by convoluted VisualFX destruction
Fixed dispensable interactions not population InteractionPlanData with their required ToolTypeDefinition
Fixed hanging Unit references in UnitView after destruction of the parent entity
Fixed a bunch of weird human animation lengths (frankieh please review)
Relationships summaries and cleanup.
Rename of FriendFoe relationship opinion to AttractionRepulsion.
Renamed destruction method in EntityManager
Definitions use generics for static properties exposing an array of definitions of that type, added IDefinition
EntityManager cleanup
Debug spawner improvements
renamed buffalo to bison (trying to)
Perception and Roles summaries and cleanup.