branchbefore/maincancel

17,530 Commits over 1,614 Days - 0.45cph!

9 Years Ago
Removed some stop coroutine calls Types to files (EntityId, PersistedEntityData) Added tooltips for rally + home buttons
9 Years Ago
Traits persistence
9 Years Ago
Fixed EntityId implicit conversion NRE
9 Years Ago
Moved action chain pooling to the AI manager, to ensure we alloc on init Added EntityId type with implicit conversions to IEntity via EntityManager.GetById (for persistence) Added DataAsset.Id, replaced GetInstanceID usages
9 Years Ago
Behaviours are aware of the plan they were created from, some other small refactors
9 Years Ago
gave male boar corpse chunks of meat to be cut out
9 Years Ago
improved skinning on female skirt
9 Years Ago
Forced forward in AO settings to avoid artifacting with shaders that are fwd Menu background mouse paralax thing
9 Years Ago
Fixed Action events not being cleared
9 Years Ago
ActionChain pool return moved to behaviour/effect exit/complete state handling
9 Years Ago
Some unit portrait clone optimisations Split socials persistence to partial, removed a foreach in OnMinute callback ActionChain uses FixedArray to avoid any dynamic allocs, added pooling for action chains Removed NullItention
9 Years Ago
TimeManager persistence improvements WorldManager weather persistence
9 Years Ago
AudioManager reset returns pooled sources
9 Years Ago
Fixed a bunch of silly shit with bootstrap/game manager init
9 Years Ago
EntityManager.Reset doesn't need to go through the full entity destruction path Cleaning up Singleton/ManagerExtension init flagging, ECS reset
9 Years Ago
Load optimisations GameManager no longer bootstraps via coroutine, loads GUI from Awake and inits in Start instead Cleaned up entity view destruction More work on player camera persistence
9 Years Ago
small polish on angry anims
9 Years Ago
added some angry/breate anims to conversations
9 Years Ago
unconnected the part of the shader that broke lighting while next to fire
9 Years Ago
Refactoring Player persistence so we don't init components repeatedly PlayerProgression refactor to use entity/asset ids in persisted data, not references
9 Years Ago
Let's not always cycle selected unit after game ready is invoked in PlayerController.InitUnitHandling
9 Years Ago
Fixed some missing materials on den prefabs causing NREs
9 Years Ago
Socials persistence
9 Years Ago
angry anims
9 Years Ago
Roles persistence
9 Years Ago
Player camera module resets VicinityEffect reset/physics trigger cleanup Refactored entity view containers so that we get a cleaner scene heirarchy after load
9 Years Ago
Same again
9 Years Ago
FlockDriver.OnDestroy disposes culling groups Misc Player reset tweaks
9 Years Ago
Disabled keepalpha in clothing, hair and skin to allow latest ASE until fix is up Updated ASE to 25.002
9 Years Ago
SaveLoad GetSaves missing directory create
9 Years Ago
Patched hair, skin and clothing shaders
9 Years Ago
campfire and large building updated for new building sytem
9 Years Ago
Reproduction persistence (untested)
9 Years Ago
Relationships clean up and persistence
9 Years Ago
Relationships persistence WIP
9 Years Ago
Ingame load sorta working, few bugs left
9 Years Ago
Player/PlayerComponent persistence pass
9 Years Ago
Progression persistence
9 Years Ago
Navigation persistence
9 Years Ago
fixed possible divide by zero
9 Years Ago
Morphs persistence
9 Years Ago
Morale persistence
9 Years Ago
Knowledge persistence
9 Years Ago
Compile fix
9 Years Ago
FixedArray.CopyTo should clear the target array first Emotes.ChangeClip cleanup
9 Years Ago
Fixed people facing away from the camera in tribe create (apparently Animator.Rebind resets root xform rotation?) Fixed loading progress % not being clamped/reset Fixed starting area campfire not being lit Fixed human hair being weird
9 Years Ago
Set mood float to 0.6 so it looks happy(ish) in char create before they get stats
9 Years Ago
Flags persistence
9 Years Ago
Fixed bad camera component cache in PlayerCamera (tribe create works on restart) VisualFX NRE avoidance (entity destruction callbakc ensures we destroy the visual fx instance too)
9 Years Ago
Triggers that listen to player tribe events null check tribe to avoid NREs during game reset, also gated by game state