17,530 Commits over 1,614 Days - 0.45cph!
UnitBehaviourWidget used foreach-loop on bce.Behaviour.ActionChain.Actions, changed to for-loop.
BaseBehaviour accessed ActionChain Actions FA with a foreach, replaced with a for loop.
DistanceConditionSettings evaluate doesn't access BlackboardReadKeys
Another case of foreach over an FA replaced with for loop.
DispenserProvidesDesiredItem now use for loop to access MyDesires FA, rather than GetEnumerator/Foreach.
Reduced shadow acne via fixed normal bias hack on nature/speedtree
Deprecated transmission and custom BRDF + touched affected shaders
Nuked unused deferred override shaders
Navigation uses a smaller valid radius sample check
GetFleeDestinationFromOrigin uses increasing deviation
Morale.GetFleeDestination makes seveeral attempts to find a valid destination, testing validity via Unit.Navigation.IsValidDestination
updated fence assets to use new shader technique
Expose Influence component in BuildingSettingsEditor
Merge from desires refactor
Added DesireTypesComparer
Added support for placement of items that are flagged as placeable in their data
Added PlaceBlackoardItem Action
Added craftable torch (no light or FX right now)
Cleaned up Item callbacks, actions
Intentions to namespace, refactored class names, updated refs in a bunch of code (mostly Actions)
Saved island01 with splat painting disabled (cc frankie)
Player commands cleanup, reduced code duplication
Sky+Camera scene auto loads and unloads when working on scenes with a Zone component in them
Old EnumComperer removed, added some classes for other enum types in EnumComparers,
island01 tweaks & changed the terrain former script a bit
Increased allocated size for goal- and goal plan - binary heaps.
SelectedInteractableIndicator cleanup
Merged in Decision Making refactor (from recursive and re-evaluative approach to iterative/heap-based and evaluate-once).
Icons and building stuff.
Moved Desire.CanBeFulfilled to BaseDesire
Crafting AI fuckeries
Indicator shit
Fixed sleep at fire not working (fires were missing sleep interaction)
Fixed Unit.Items.TryDepositItem invoking event before removal
Indicator fixes, cleanup etc
removed the pressure terrain tool as it crashes unity on startup
Added TerrainFormer and TerrainPressurePaint
Hover indicator only shows for selectable entities
run sfx to animation event
Save game UI loads snapshots on demand, doesn't allocate new textures
Fixed BiomeMaterialObject.GetMaterialsFromLibrary not grabbing disabled/inactive renderers
Fixed disabled BuildingView components on some prefabs...
Fixed UnitItembar UI showing items that the Unit is not holding
Split selectable indicator widget into two seperate widgets, one for hover and one for selected indiactors
Building hovered indicator shows construction progress ball
added interaction positions back
Actually fixed building category toggle states
footsteps added to walk carry anim
making small shelter work
Fixed UnitCommandsWidget not reseting category toggle state
AI designer inline creation for goals/plans in node graph
SmartObject init spits errors when interactions are flagged as positonal but no positions are defined