17,530 Commits over 1,614 Days - 0.45cph!
Shitty building placement FX
Unit collections parented to container in zone
Visual FX cached in a container transform
Added ScreenShake camera effect
Numerous other tidying of object parentage
Moved Machine VFX and VicinityEffect setup to init, not constructors
InfluenceGrid.Reset actually works now
Debug Tools Object pre-existing in main scene, stores gradient for IM vis
Fixed missing condition in Goto
Unit derives from TickableEntity
Fixed bug in AI Debugger (top keks) causing NRE when rendering GPV slots
EntityManager won't tick until GameManager.GameState == Game
Unit/Entity type perception cache in SensesComponentManager
Sesnes.IsPerceivable optimisations
Entity/EntitySettings to BaseEntity/EntitySettings, base types are abstract
EntityComponents that want to execute Unity's Update must impement ITickable, Entity types can derive from TickableEntity
Fixed bad property drawer in BuildingSettingsEditor
Entity destruction/cleanup gate
Fixed EntityManager GridManager update routine being broken
Group and Social GridUpdateRates overrides
EntiySettings.GridUpdateRates
Moved grid updates to a tick accumilation setup in EntityManager
Added GridManager Add/Remove
Gid[IntVector2] overload
Grid resetting no longer slow as fuck
Grid position finding is more accurate now
How do you like this, silly panda?
Couple more influence tweaks
Fixed y being used instead of z when setting grid position
Influence maps work a bit more now (still not quite there)
started adding influence maps and debug view of them
TrySetCurrentGoalPlanVariant stuff
Renamed BeforeDebugObject to DebugToolsObject, fixed Instance property
Remade Zone object in smartobject_test scene, which fixes weird warnings (ty Unity you mentalist)
hair movement slimplified and works. need to check see if it breaks instancing. added hair caps under the hair that dont get animation to stop flesh poking out
Modal popup hover state fix
Nuked some old cosiderditions (new word)
Conditions and Considerations both implement the same BlackboardReadKeys property pattern as ActionSettings
Items have physics re-enabled when dropped by dead units \o/
structure placement sfx added
Removed UnitInfo because it was stupid
Fixed some issues with entity naming
Entity stores creation time (game DateTime from TOD)
Fixed UnitBehaviourWidget cutting off longer behaviour descriptions
Fixed index our of range in ECM tick
Renamed UnitView.FaceTarget and removed overload we didn't really need
Fixed Unit ragdolls not inheriting their movement velocity on death
Delete to kill selected units in editor
Commented out grid manager debug logs
HumanView LateUpdate animation code doesn't run if the unit is dead
EntityComponentManager destroyed components buffer/cleanup at end of tick
Moved human specific animation code out of UnitView and into HumanView
Fixed HumanView Update not calling base
Enable gfx jobs in player settings..
ActionSettings must implement BlackboardReadKeys array property, displayed in editor (BEF-311)
Added warning in Items.OnPickUpEvent when the item has been nulled whilst waiting for the callback, which is apparently possible.