19,298 Commits over 1,614 Days - 0.50cph!
Fixed building UI showing empty categories
Refactored some gameManager/UI manager bits
Fixed UIWidget base.OnValidate not being called by some child types
Building item requirements can optionally be required to be added in order
UI fixes
Idle AI scoring fixes
Fixed building placement guide UI blocking raycast
Replaced BaseSettings.GridUpdateRate with IsStatic bool
Grid static entities not getting grid positions
BaseGrid.ValueAtEntityPosition robustness
Hacked in TMPro_UGUI_Private.DoLateUpdate, which is set via UIWidget.OnValidate
Removed BaseEntity.IsInView property, now only set for units
Added EntityEx.InFrontOfCamera
Build fix
TextMesh hack to avoid running LateUpdate for all the things ever
UIScreen active state toggles GraphicRaycaster.enabled
Simplied UI scene structure
Fixed GridManager not being properly reset between sessions
EntityManager now has a budgeted TickRoutine that handles bounds checks, grid position updates, destruction cleanup and calls into GridManager's influence update
Human/Idle scoring tweaks, disabled random "Sit" behaviour
Fixed NRE in UnitIndicator.Unassign, happened when restarting from a backup save
Target filter caching stuff
Target filter caching experiment
Replaced some dateTime comparisons with garry's nifty TimeSince thing
Stat.OnMaxValueChanged invocation gated by designer exposed threshold
Morphs optimsations
Same caching for TextMeshproUGUI
UIWidget caches scrollRect components and toggles them on activate/deactivate
Canvas settings, added canvi to some subscreens
EntityEx.IsInView stuff removed, now runs in EntityManager update, sets BaseEntity.IsInView property every frame
Replaced all RectMask2D usages with Mask
UnitView hides unskinned _meat renderers
Made sure all DataAasset.Warmup overrides call base, added debug/profiler asset name caching to Warmup
Disabled raycasts in human senses
Fixed activity types having bad serverity values due to enum flags change
Sleep AI tweaks.
Fixed stockpiling AI.
Removed entityView hack that disables all NMOs
removing NMO from buildings
Color coded consideration curves in the AI designer :ok_hand:
Split TODLightConsideration.TimeMeasurement mode to TimeConsideration
Added IdleTime, WorkTime and SocialTime considerations
EffectsList can filter by severity level
Reset severit levels for all effects because enum flags
Fixed effects not showing tooltips
Added inspect button to selected unit widget