17,530 Commits over 1,614 Days - 0.45cph!
Renamed CreateItemKeepDesire to AddItemToPossessions (we don't have keep desires anymore)
Fixed AddItemToPossessions action not adding the item to possessions (this makes berry gathering much more reliable)
Cooks now check if they already have a crafting order for a basket before making a new order
Fixed go to random radius (5) set to 0 radius (should fix units sleeping on top of each other by a campfire)
Game Camera now blocks zoom while over UI (fixed scrolling roles window also zooming)
Tweaked some container fill settings for cooks to make them more reliable in crowded environments
Removed desire type properties from blackboard
GroupActionDesire & AskToJoinGroupActionGroup (lol rly) use cast cache properties for specific desire type
Fixed entity grid position not getting properly set on create
GridManager update coroutine yields to Task.Run (testing)
Moved GridManager coroutine stuff around so we dont try to update entities until game ready
Renamed GridDataDefinition.FixedArraySize to InitialCellCapacity, which describes what it is actually used for
Replaced the BaseEntity.this[GridDataDefinition] with GetGridPosition
Crafting station keyword and other tidy ups
GridManager.UpdateEntity optimisation, NRE fix
Moved GridManager stuff back to main thread on a coroutine
RequestCollaborationSettings writes resulting request to blackboard
Renamed IsBlackboardItemInPossessions condition to IsPossession as it doesnt use the blackboard
Fixed Blackboard.HasKey CraftingOrder switch case returning wrong field
Subtracting
14319 (threaded location selector shite)
Improvements to Blackboard.GetEntity
better clearing of tooltip content when mousing over something else
Fixed NRE in Override Score logging that was breaking the AI.
Waking Up module on 2nd slot DM.
Cohesion logging bool.
Removed the Social Need consideration from Goal/Request Collaboration as it is "generic" and was breaking the breeding module
Clamped GoalPlanVariant momentum to a minimum of 0.01
Fixed CanPerceiveEntity's blackboard evaluate overload
Experimenting with running TerritoryLocationSelector in a background thread
Fixed DepositEntitySettings shitty blackboard reading
Blackboard positions list cleanup
Still unfucking blackboard
Fixed blackboard resetting backing fields for various internal holder types, made backing fields read only
Fixed blackboard not assigning value before trying to cast it
Fixed blackboard clearing properties
merge from /main/less_ticks
Move RunECS functionality in to EntityComponentSystem
EntityComponentSystem.Tick stops after doing every entity at least once in a frame, rather than at end of its list
TerritoryLocationSelector robustness/optimisation
Player placed buildings get added to all tribe member's knowledge instantly
Placed buildings preview mesh uses different material
Conversations widget positions icons in LateUpdate
Fixed activity popup window being active by default
Fixed timers getting bad intervals
EntityCompnent generics signature refactored to include the type as first constraint (allows EntityComponent to hold a static list of all components of that type)
GridManager uses TaskHelper for influence and update ticks
Influence no longer implements ISimTickable