17,530 Commits over 1,614 Days - 0.45cph!
Building requirement fact provider ignores disable ents
Fixed some target filters using bad building categories
Removed "Fire" building category
Removed incremental compiler
Entity LOD size test
grass clothing texture is more grassy and less leafy
decay tex on grass clothing material
Starting clothes have reduced durability
increased sample radius for building requirement provider
Fact provider settings specify a Blackboard write key array.
BuildingRequirementFact writes to the container key.
Remvoed nma.warp call in UnitView.Setup (caused warning spam re navmesh agents)
Fixed BuildingRequirementFact not doing grid entity sample on first run (track run count in base type)
Bullshit to cache animator params
Print debug text when activity has no data for notifications
Moved expensive animator param caching from warmup to unit data validate
BuildingRequirementFactProvider accounts for registration of entities to the building container
Fixed a VisualFX.Create overload not returning true
fixe female leaf chest skinning
Building req fact optimisation
Building requirement fact listens to new Building.OnEntityAdded/OnDecayDestroyedItem events
write building to blackboard in acquire materials for building
Building requirement fact work
Blackboard interaction plans injector checks plan validity
re export of spear to use correct materials
unlock all cheat no longer breaks progression when turning it off again
CraftingStation.GetCraftables cleanup
Fact selector tweaks
Fixed building requirement fact not returning results
Inspecting an entity no longer clears selected unit
Added IFactProvider.GetResults(Blackboard) override to support key specific write methods
Facts no longer holds blackboard, return object results
Fixed fact eval causing NRE
Fact progress, testing usage in building AI
Fixed some more bath paths
Added [DatabaseInfo] attributes to every top level data type in the browser
Facts/reasoning layer boilerplate
removed hunt player command from human
put combat ability types back on basic abilities
UnitPathElement null check
Fixed Ownabled loading NRE due to Protobuf not liking empty arrays (nice find, Seb)
Knowledge component reset for pooling support
Hand axe durability doubled
Fixed visualFX increasing in scale every time they are re-used from the pool
ItemFilterSet can now filter by combat ability type.
Hunters want a ranged weapon instead of just any weapon.
ItemFilterSet partials.
Added "in supplies" bonus to Find Best
Cleaned up debug entity selection, added "sync with player controller" toggle