19,298 Commits over 1,614 Days - 0.50cph!
AI related asset label validation
Unified all the entity debug view shit so you can see it when you select an EntityView in the scene/inspector
SetDestination tweaks, fixed a bad
Gizmos and overlay debug improvements
Moved some things around in UnitCollection, no functionality changed
If the Entity is destroyed (in debug tools) then set it to null explicitly.
Added an explicit catch of when a unit collection is in the IsMerging state for Debug Entity Info. This only seem to happen with Unit Collections that's merging into bigger ones, since these danling collections seem to remain empty and IsMerging forever.
Exposed Debug Color for UnitCollections to editor.
Let's not confuse Tortoise and Deer corpses.
Let's not spawn everything twice.
Unit collection radius back to the good old fashioned way.
AI tweaks to make fleeing happen when it should
Re-enabled collections for Herd type groups (Deer)
Senses no longer ignores entities that are flagged as non-interactable
Disabled collections on group component, check if enabled/updated usage in Senses.TryCreateCollection
Waiting for thrown weapons should now work properly
PreDestroy renamed to OnDestroy in BaseEntity, EntityView uses built in Unity member
more convos added to anims
Refactored a bunch of Managers to support a cleaner game restart, which now works (pending nasty hidden bugs that have yet to appear)
Added VisualFXManager
tidied up previous fix a little
Fixed player created goal plans not actually being flagged as such
Janky debug IMGUI start game button to give time for VS debug hookup
NRE fix, island1 water + height maps
TimeManager.DateTime once again returns TOD's cycle.DateTime, exposes ScaledDateTime for our fudged scaling of months and years
Consolidated trigger events a little, adding new TriggerEvent event type
Improved trigger wrapper/list editor drawers
Merging TriggerSettingsWrapper into one class
Different degrees of hunger
StatManipulatorParameters missing name field
ECS shutdown/reset refactoring
Reset manager extensions in GameManager.DoRestart, moved ECS shutdown to EntityManager.Reset
GameManager restart coroutine
Agent/DM profiling cleanup, fixed some bad early returns before EndSample
Fixed NRE in UnitBehaviourWidget
UnitBehaviourWidget improvements
people should no longer look in the direction of their destination
Actions data pass (descriptions, icons, UI exposure)
UnitBehaviourWidger default Action icons
ActionSettingsEditor ExposedToUI in base rather than relying on DrawPropertiesExcluding
More warnings bs