19,298 Commits over 1,614 Days - 0.50cph!
Added EntityManager
Added Agent.Destroy, tweaked Unit/Agent/Group destructors
Fixed BiomeMaterialObject being added to UnitView twice
Entity destruction cleanup
SmartObjectManager does the same add/remove dance as UnitManager (we should centralise to an EntityManager ptrefall?)
Refactoring PlayerController radial menu callback stuff a bit to work with new RadialButton type instead of lots of bespoke delegates
Optimized GroupBy in Stat+Tickable and Stat+Modifiable.
our OnEntityDestroyed delegate was the reason for the crazy GC Allocations, not poor old Raycast!
Radial menu tinkering
Commented out log warnings in FixedArray that were killing the profiler
some container and unit item related convenience methods
OnPercievedUnitDestroyed de-linqing
Moving perception classes to their own files
Group+Knowledge listens for smart_object.OnSmartObjectDestroyed
and another string.format fail
string.Format fix in Unit.FindPerceivedSmartObjects
-B&W2: proto implementation
Starving had a list of 1 modifier, but nothing was assigned.
Misc tweaks to Unit+Senses.
Minor changes in FixedArray.
disable breeding group for DM scoring
Make sure we don't instanciate PerceivedSmartobjectData or PerceivedUnitData more than once per index of the FixedArrays, and only on demand. After that, we just replace the internals.
fixed bad string formatting in Group+Knowledge
Fixed potential NREs in InteractionPosition
We no longer sort the decisions best to worst, but rather ask DM for best decision.
Merged from GC optimization branch to main.
Agents that are Units actually store unit properly (well, semi-properly) now in DM.
DM decisions optimized (but not tested yet).
Created a FixedArray class that handles all this fixed array stuff, letting us work safely with the arrays using IEnumerable (foreach, etc).
Surrounding Units and Surrounding SmartObjects are now moved to the new fixed array approach.
Deleting and ignoring /.vs
KnownBuildings and misc touchups.
-merged in new camera on main
-Camera: Standard with B&W2 height adjustment plus fixes for running straight into a wall
-merged with main
Perceived/Known Units and Perceived/Known Smart Objects in Unit+Senses and DM are now optimized.
Known Smart Objects in Group+Knowledge is now optimized.
Work in progress on optimizing Alloc/Dealloc/GC-issues in DM and Unit+Senses.
Added LogString Action
Added GoToDistance Action
Added AddEffect Action
Added numerous actions and considerations for basic combat
5.2.0p1
Campfire prefab tweaks
Island 001 topo tweak
EntityViewEditor with InteractionPosition editing stuffs
More InteractionPosition stuff
Subscription/InteractionPosition tweaks, ActionChain constructor overloaded to take Behaviour
senses tweak and more hooks
Fixed groups not removing themselves from agent manager
Fixed Machine.OnDepositItem flagging the parent smartobject as ignored by DM