17,530 Commits over 1,614 Days - 0.45cph!
PerceivedUnitData.IsPerceived no longer does cooldown calc in it's getter, instead we update the value in Senses.TestUnitPerception
Replaced all usage of FixedArray where we do NOT pre-allocate and use it as a pool, with List
Commented out quad tree profiling hooks because it seems laggy as shit
Use allocating OverlapBox since the non alloc version isnt working...
Improved InteractionPosition blocked detection
Fixed consumed items not firing unit.Items events
BuildingView.SetUpgradeState KNFE fix
Effects and Senses budget reductions
Fixed Buildings not being flagged as finished
ECS budget is now in microseconds
Added KnowledgeComponentSystem, Knowledge component sorts arrays on SimTick
Make sure to null SmartSubscription.InteractionPosition in Reset
Fixed NRE when spawning buildings from debug
Fixed notifications UI overlapping the help/menu buttons
Fixed Building tooltips displaying incorrect text
Fixed null key error in PlayerProgression (caused by bad save, but we log a warning in future)
Fixed missing default interactions for Resource and Building entities
Added help button tooltip
Added additional anchored tooltip to the bottom right of the GameUI (for rally, home and build/craft buttons)
Tweaked dispenser pop values
Fixed MRE in Options.Grass
FixedArray we dont need you here
AudioManager source parenting fix
Various audio source pooling cleanup related to session/destruction stuff
EntityId no longer extends BaseId, various id related fuckeries and valdation
More assets Ids
Fixed mouse on event constantly triggering
Dispose of SteamClient in OnApplicationQuit
No steam or analytics in editor
PlayerController.MouseOver checks correct array
Fixed incorrect cursor state
Unit.Knowledge stores a dictionary of new EntityKnowledgeData struct instead of DateTime to track
GroupKnowledge no longer stores arrays of entities, instead relays data to other group members
Removed "Group Knowledge" entity source in DM
Fixed filtering by ItemType not working in UnitDecisionmaker
Added support for behaviour chain elements to filter candidates by EntityType specific taxonomy (ResourceType, ItemType supported)
Added Facepunch Steamworks
Added Standalone GA perf analytics event
Version++
added profiler hook and clarified some comments on unit selection raycast code.
Fixed NRE in Building.RequiresItem
Removed BuildingStates enum & concept of states from Building
Constructable buildings have a usability threshold, so that buildings can be used (e.g. shelters) before being fully complete
Interactions can define whether the smartobject's parent entity must be flagged IsUsable for them to be enabled
Added BaseEntity.IsUsable flag
WIP building construction state persistence
fixed tooltips not going away
Fixed NRE in PlayerController.HandleWorldInteraction
PlayerController cleanup, role defs save