17,530 Commits over 1,614 Days - 0.45cph!
Better stats debugging to show caps.
Potential fix for GroupNeeds cap getting reset and applying bad cap to mood.
Target Filter Condition can now run as a Condition or a Selector.
Relevant conditions in building goal changed to condition.
Building AI partial revert to single goal
Fixed construction renderers and capacity renderers
target filter caching test
Various building AI tweaks
Building AI is gated by a check for any unbuilt buildings
Added Condition.UnitSettlementHasStockpiles
TargetFilter organisation, partial for entity source methods, profiler hooks
Stockpiling AI is gated by check for settlement stockpiles that aren't full
UnitFrame sleep indicator
Made all unlocks game ready to test tech trees a bit more
Tweaked some building overlay UI
Removed UIUtility.Get<T> log
Make sure ECS ticks run according to the set tick rate, slowing down the game if required
Material property block usage cleanup
Probably fixed buildings and stockpiles looking incorrect
Make sure StringBuffer grows to at least the required length
Fixed TribeJoinNotificationPopup.ShouldActivate NRE
merge from dispensable registration branch
Zone components lazy get parent
Fixed units getting flagged for debug by bad inspector code
MapSettings stores a biome def, no longer needs to be set on the ZoneBiome component in scenes
Debug tools filters game events by type to avoid errors
Settlement debug panel has a button to force a level up
Removed some debug lines from GameSpeedControlsWidget
ECS can tick continuously
Allow StringBuffer to replace with null
Notifications will now auto expire if the creator entity gets destroyed
StatManipulator pooling fixes
Fixed trigger evaluation running when the game is paused or not in playing state
Getting rid of some allocations:
- StatManipulators were never being returned to the pool
- BuildingView always allocating for a closure that isn't used 99% of the time
- Add StringBuffer as an alternative to StringBuilder that doesn't shrink
Fixed research module being gated by research job that was not assignable in game. Job is currently un-used, corresponding crafting jobs are used (altar may require a separate job)
Research stations can specify a required job
Conditions.HasRequiredSkillForResearch -> CanResearchAtStation, checks job and skill
Tech tree node connectors
Cleaned up biomedefs
Updated foliage impostor bake preset
Removed tree_pine impostor (on this branch)
New single-pass impostor runtime + bake shaders
Updated beforefoliage shader
Updated impostor shaders
Added tree_pine impostors
Added tree_pine impostor materials to biomedef
Fixed ASE material copy-paste
Updated Impostors to latest