17,530 Commits over 1,614 Days - 0.45cph!
Removed some stop coroutine calls
Types to files (EntityId, PersistedEntityData)
Added tooltips for rally + home buttons
Fixed EntityId implicit conversion NRE
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
Behaviours are aware of the plan they were created from, some other small refactors
gave male boar corpse chunks of meat to be cut out
improved skinning on female skirt
Forced forward in AO settings to avoid artifacting with shaders that are fwd
Menu background mouse paralax thing
Fixed Action events not being cleared
ActionChain pool return moved to behaviour/effect exit/complete state handling
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
TimeManager persistence improvements
WorldManager weather persistence
AudioManager reset returns pooled sources
Fixed a bunch of silly shit with bootstrap/game manager init
EntityManager.Reset doesn't need to go through the full entity destruction path
Cleaning up Singleton/ManagerExtension init flagging, ECS reset
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
small polish on angry anims
added some angry/breate anims to conversations
unconnected the part of the shader that broke lighting while next to fire
Refactoring Player persistence so we don't init components repeatedly
PlayerProgression refactor to use entity/asset ids in persisted data, not references
Let's not always cycle selected unit after game ready is invoked in PlayerController.InitUnitHandling
Fixed some missing materials on den prefabs causing NREs
Player camera module resets
VicinityEffect reset/physics trigger cleanup
Refactored entity view containers so that we get a cleaner scene heirarchy after load
FlockDriver.OnDestroy disposes culling groups
Misc Player reset tweaks
Disabled keepalpha in clothing, hair and skin to allow latest ASE until fix is up
Updated ASE to 25.002
SaveLoad GetSaves missing directory create
Patched hair, skin and clothing shaders
campfire and large building updated for new building sytem
Reproduction persistence (untested)
Relationships clean up and persistence
Relationships persistence WIP
Ingame load sorta working, few bugs left
Player/PlayerComponent persistence pass
fixed possible divide by zero
FixedArray.CopyTo should clear the target array first
Emotes.ChangeClip cleanup
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
Set mood float to 0.6 so it looks happy(ish) in char create before they get stats
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)
Triggers that listen to player tribe events null check tribe to avoid NREs during game reset, also gated by game state