19,298 Commits over 1,614 Days - 0.50cph!
EntityComponentSystem adjusts tickrate with game speed, exposed rates in config
fixed possessions code.
picking up adds to possessions.
EntityInspectionWidget no longer tries to activate detail portrait for non-human, non-player controlled units
Max candidates and max entities to filter now exposed in CandidateEntityFilter.
Overriding Target Filters' default filter now works.
Crafting goal plan description
Fixed Effect.IsValid being set true before state had been processed
Moved the candidate count increment to after filtering
Cohesion event calculation improvements, should stop people asking to join when cohesion is low for extended periods of time
apparently I had some unsaved data
GoalPlan.LookAtSomething uses first candidate mode
More keywords, various goal plan descriptions
Moved unit biography util to keywords, added IUnitKeyword, templates for different bio types
Added some more words to unit names filter
Various CandidateEntityFilter cleanup
Same fix for FilterEntities
Fixed TargetFilterUtility.FilterEntitiesGetFirst not incrementing candidates_evaluated properly
Cheaper UnitCanPerceive cache
Fixed some shitty oversights in DM filtering
Made BaseGrid.ValueAtEntityPosition virtual, override in TemperatureGrid to avoid looking up closest position to entity's world position every time we used this[x,y]
Minor optimisations in Effects, Flags
Goal.MakeFire scoring improvements
Changed a few target filters to use first candidate mode
TargetFilterSettingsEditor always shows filter data when viewed directly
Set all existing target filter usages to override default entity candidate filter, so we preserve expected behaviour from pre-refactor
Helpbox hint explaining candidate filter overrides on target filters in a goal plan
Merge from filtering refuckery