19,298 Commits over 1,614 Days - 0.50cph!
Fixed craftingWidget not clearing dicts properly
Improved entity physics state persistence, remove some un-used events
Added high priority DM asset, assigned Common-Interactions module to use it
DecisionMakerDefinition can be flagged as high priority
AgentBehaviourSlot.SimTickDecisionMakers evaluates high prority DMs first
Attempting to fix how decisionMaker manages AgentBehaviourSlot.CurrentGoal assignment
Fixed AgentBehaviourSlot.FindBestModule clearing buffers twice
Module priorities data, more editor exposure
AI module node graph priority slider
Fixed missing toggle component in crafting widget element
Fixed crafting widget key not found error
DM overrides the LastDecisionScore for goal, goal plan and module of the GPV we're overriding
AI.Config.AIEnabled only affects DM, not behaviour execution
Cleaned up Agent.SimTickBehaviourSlots() conditions
Actual picking of best DMs instead of random.
AI Debugger shows actual names of DMs.
Waking Up module to Secondary DM.
Agent debug now shows the name of the DM instead of the slot
SimTickBehaviourSlots readability
Fixed agent not ticking both behaviour slots
Fixed Agent not installing all modules properly
Fixed AgentBehaviourSlot creating additional DecisionMaker instances that are not bound to the same slot type
Debug tools toggle for Unit.Navigation dynamic stopping distance
Fixed agent installing module packs before slot initialization
Removed AIModuleSettings.IsHighPriority
DecisionMakerModule hold a reference to the DecisionMaker that owns them
Removed SimTickResult struct from AgentBehaviourSlot
Basic AgentBehaviourSlot.SimTick impl
Conditions.ProvidesRequiredItem optimisation
Removed slot type from AIModuleSettings, now defined by DecisionMakerDefinition
units blink speed changes everytime their eye shape changes to avoid being in sync
Cherry picking
15217, 219, 2220 from multi-dm
Editor bits, removed un-used fields in AgentParameters
Fixed dynamicDOF not working in free cam
Fixed NRE in PlayerController.MouseOver
fix for dead peoples eyes
Fixed game hanging on startup screen instandalone builds
Generated enums
Cleaned up name generator code
Re-enabled dropping of carried corpses AI.
Added dropping carried corpse to Primary Slot Item Management
Another potential NRE fix
Prevented various events from invoking when an entity is added to a group during load
Group.Diplomacy.OnGroupEntityAdded cleanup, potential NRE fix after load
Fixed player controller not getting default smartObject interactions for units
Fixed NRE in TooltipWidget when mousing over a building with an addon that is under construction
Added frame rate limit (vsync) to options
Changed UnitView.Animator culling to CullUpdateTransforms mode (might fix people sliding around like a dog with worms)
Fixed some social commands being exposed for dead units
Fixed edge scrolling option not working
Fixed resume on startup option not working
Fixed Building.IsUsable returning true while the building is being deconstructed
Fixed Building.CanBeConstructed returing true when the building is being deconstructed
Fixed typo in ownable entity descriptions
Fixed building deconstruction not stopping when builders stop working
Fixed options dropdown alignment
Editor : Fixed NRE in Form.Create
Editor : Before/GameConfig menu item now opens a dedicated EditorWindow instance that will persist between script compile/reloads
Removed Before.Description attribute (using System.ComponentModel.Description instead)