19,298 Commits over 1,614 Days - 0.50cph!
Tickrate gating in stats, effects and senses components
Fixed budget tick not cycling through the tick phases correctly.
TickModes added to EntityManager, re-instated a brute force tick of all entities for testing
Moar fiddling with confidence stuff.
Debug spawn fix, UnitCollection fix
Fixed Entity Setup not setting flags before init
TribeCreationManager calls Setup on PlayerTribe
Debug spawner fix
Entity destruction fix
Groups tab in BeforeEditor
Re-organised data paths in Resources/Data
GroupSettings calls Setup like it should
Fixed some incorrect strings in EntitySettingsEditor
Ported Unit.Resource to component, some cleanup
Ported Unit Emotes and Reproduction to components
Fixed bad stats init
Entity.DefaultStats init setup
Ported Unit+Relationships to a Component
Added EntityComponentPriority, controls init order
Ported Unit+Properties to Component
Asset enum drawer is back, and it works ;o
Unit+Movement ported to Navigation component
Unit+Knowledge ported to Component
Unit+Morale ported to component
moved dens meshs to new folder and created prefabs then added to island 01 and baked navmesh moved warthog to seprated fbx so it builds properly and gave it a unique material
Moved Unit+Groups to GroupMember component.
Made Unit.Animation enabled by default
Moved Unit+Animation to a component.
MorphsParametersDrawer fix
greybox cleanup
Unit.Combat doesn't address Unit.Info in it's constructor
Fixed components not being stored properly (ended up being null) due to lack of reference on injection.
Ported Unit+Morphs to a component
When we explicitly set the value of an entity/unit component, make sure it's checked to true, that we don't try to look it up on get.
Made EntitySettings.OnEnable virtual
Unit.Audio overrides base methods
Unit view audio settings on prefab
Rename in StatMeasurementTriggerSettings