17,530 Commits over 1,614 Days - 0.45cph!
Destruction call in lateupdate
Added frame count to entity logs
Double buffer entity destruction entries
BeforeDebug.LogEntityDestruction
Wait for a frame before cleaning up destroyed ents
Fixed UnitCollectionView pool errors
Added Senses debug flag
Fixed Knowledge.Add not passing sqr distance
Minor cleanup of entity destruction, logging
-release build to test spike in char create
Tree cleanup
Tanning station output to no restriction mode
made stick pile gather interaction exclusive to stop all units going to the same pile and picking up one stick each then going to the next pile
AIBehaviour tick NRE prevention, but I don't like it
Fixed BEF-626: In tribe create, re-randomising characters creates duplicates on top of the old one
Split up saved games into two files (BEF-377)
Skinning skill added to Skin Corse interaction.
Leader's Hut now has 2 ownable slots to match the number of sleep interaction positions.
Null check in UnitAnimation.
Logging for null DispensableInfo in TakeFromDispenser.
Fixed SmartObjectParametersDrawer.InteractionBody.Instance being of the incorrect type
Unit inspector tweaks
updated tree assets so trunks dont vanish when cut down
Merge from char inspector
Unit inspector items prep
made weapon rack smaller, added more attachment points and rotated them so items are attached correctly
All items have initial pool allocation
Wearables & UnitAttachments init/setup optimsations
Added Interaction plan pooling
Mining interaction has skill data.
Settlement Can Level Up can't be dismissed with RMB.
removed old InitConstruction log
Reset remaining item count when stopping crafting
Another human name utility optimsation
Hopefully made HumanUtility.GetName less awful
NRE fix in CraftItemProcess
Crafting orders removal fix when unit dies
Building decay persistence
Fixed units not getting added to their settlement on load
Removed missing component from save overlay widget
PlayerBuildingPlacement tracks buildings currently being placed in order to trigger events correctly.
GroupProgression correctly subscribes to building completed activity.
BaseEntity bookkeeps children
Entity highlighting optionally includes children, added On/Off methods to IEntity
Player controller evaluates target entity children list (currently this only includes building addons)
Fixed highlight mesh rendering
Enable preview mesh when loading unfinished buildings
DropItems in all held mode checks IsHolding instead of IsCarrying
Removed TODO that was actually done
Cache data asset tooltip text on warmup
fixed tree leaf fx having funny motion blur
Set buildings to finished using the cheat to after the player building placement event to stop level up notifications from triggering incorrectly.
Fixed leader's hut being placeable more than once.
Added unlit cutout ASE template
Fixed outline shader to work with transparency (BEF-464)
Fixed SettlementLevelPopup modal state request conflicting with building placement (BEF-599)
CanBeNull on CanPerformJob's job argument
Fixed potential NRE caused by bad unlock data in Worker.OnUnlock callback (spits warning now)
Nuked UIWidgetModalStateChanger script, merged functionality into base UIWidget
removed old fx componenets from tree source prefabs
moved tree source prefabs
subtractive merge from last changeset because I deleted some component from the prefab I needed
moved tree prefab source assets and removed old FX from them
removed object motion from tree fx source prefabs
revert accidentally checked in file