19,298 Commits over 1,614 Days - 0.50cph!
Now using EntityId + more work on persisting smart objects and their minions!
More work on InteractionPosition and InteractionPositionGroup.
Added RoleDefinition noun and verb fields
Tribe tracker UI shows current/active role text when applicable
Fixed DataAsset ids fields not being marked serializable
Ensure player is initialized when loading a session from the menu (doh)
Removed some stop coroutine calls
Types to files (EntityId, PersistedEntityData)
Added tooltips for rally + home buttons
Fixed EntityId implicit conversion NRE
Moved action chain pooling to the AI manager, to ensure we alloc on init
Added EntityId type with implicit conversions to IEntity via EntityManager.GetById (for persistence)
Added DataAsset.Id, replaced GetInstanceID usages
Behaviours are aware of the plan they were created from, some other small refactors
When loading Interaction Positions, Occupier and ReservedFor might not hold valid Unit Id, so account for that.
SmartObject now holds GetInteractionPlanById
gave male boar corpse chunks of meat to be cut out
improved skinning on female skirt
Forced forward in AO settings to avoid artifacting with shaders that are fwd
Menu background mouse paralax thing
Fixed Action events not being cleared
ActionChain pool return moved to behaviour/effect exit/complete state handling
Some unit portrait clone optimisations
Split socials persistence to partial, removed a foreach in OnMinute callback
ActionChain uses FixedArray to avoid any dynamic allocs, added pooling for action chains
Removed NullItention
TimeManager persistence improvements
WorldManager weather persistence
SmartObject persistence WIP
AudioManager reset returns pooled sources
Fixed a bunch of silly shit with bootstrap/game manager init
EntityManager.Reset doesn't need to go through the full entity destruction path
Cleaning up Singleton/ManagerExtension init flagging, ECS reset
Load optimisations
GameManager no longer bootstraps via coroutine, loads GUI from Awake and inits in Start instead
Cleaned up entity view destruction
More work on player camera persistence
small polish on angry anims
added some angry/breate anims to conversations
unconnected the part of the shader that broke lighting while next to fire
Refactoring Player persistence so we don't init components repeatedly
PlayerProgression refactor to use entity/asset ids in persisted data, not references
Let's not always cycle selected unit after game ready is invoked in PlayerController.InitUnitHandling
Fixed some missing materials on den prefabs causing NREs
Player camera module resets
VicinityEffect reset/physics trigger cleanup
Refactored entity view containers so that we get a cleaner scene heirarchy after load
FlockDriver.OnDestroy disposes culling groups
Misc Player reset tweaks
Disabled keepalpha in clothing, hair and skin to allow latest ASE until fix is up
Updated ASE to 25.002
SaveLoad GetSaves missing directory create
Patched hair, skin and clothing shaders
campfire and large building updated for new building sytem
Reproduction persistence (untested)
Relationships clean up and persistence
Relationships persistence WIP
Ingame load sorta working, few bugs left
Player/PlayerComponent persistence pass