19,298 Commits over 1,614 Days - 0.50cph!
Settlement Desirability NRE fix
Break go to smart object if the interaction plan gets disabled.
Waiting for next interaction breaks if the interaction gets disabled
Food Consideration curve adjustment.
Make sure FoW map is set when initializing drawer
Moved the campfire light source down a bit so it stays under the spit
Fix some things that blocked loading savegames
Gathering AI now harvests from any resource that isn't associated with a player command if it provides items for an existing stockpile.
Various gathering AI tweaks.
Zero allocation fog of war
Fixed blackboard copy not copying attachment points field correctly
Specialized fog of war for full circles so it's not as slow
EntityComponentSystem budget ticking fix
Wrapped AttachmentPoints in a containing class to avoid boxing in Blackboard.
Building construction state bookeeps registered builders, should fix new UI
PlayerCommandWidget performance improvements
Exposed decor pop pool size
Fixed my dumb code, thanks rohan
Fixed decor system not setting prefab pos/rot
Reverted pooling change that wasn't actually useful
Panel intro animation setup. (Disabled for now.)
Assign correct values to the newly created decor objects
Top dock cleanup.
Killed the transparency.
DecorPatch places the decor in the correct position
Various panel tweaks.
Secondary held inventory panel test.
Armor/insul icon consistency.
Some new icons.
Stick pile interaction positions
Decor patch object pooling, probably
Fixed bad profiler hooks in CandidateEntityFilter
AOT serialization and other changes for IL2CPP
Vaious animals no longer senses entity types other than Unit
rebuilt pine small resource
Don't spawn decor that isn't game ready flagged.
Disabled decor bushes to test.
Disabled physics auto sync transforms.
removed rigid bodies from tree prefabs and setup the code to add them them on being chopped down
Disabled worker slots since we don't track them between construction interactions, as I had assumed. Should change this and then re-enable the UI as its a good representation of what people are working on.
Building status overlay UI shows assigned builder slots
Made most Effects apply to humans only
Disabled all animal food AI
PlayerInput consumable struct to reduce code duplication
Equipment icon drag and drop improvements
Fixed research icon showing for buildings that have no available research
Fixed crafting widget not correctly adding created orders to selected unit when possible
Fixed settlement level activity not firing
Settlement stockpile needs
People will now only harvest flagged resources.
Removed a bunch of AI rendered useless by this change and made some fixes to make it all work.
UnitCraftingWidget -> CraftingOrderList, managed by UnitFrame
Triggers cache valid unit classes for evaluation based on their usage in Effects