19,298 Commits over 1,614 Days - 0.50cph!
Removed unused grass grid.
Heat map uses detailed instead of super detailed grid data.
Removed super detailed grid data.
Entity grid gets allocated on demand instead of at game start.
Influence NRE fix.
Don't update dead peoples' portraits.
Added new influence grid specifically for knowledge, which uses the senses awareness radius and grid data.
Put group influence radii back to more reasonable values.
Fixed influence component not being set ready if it was created after the game was ready
Removed territorial/influence at location and pathfinding distance bonuses/considerations from a bunch of target filters
EntityGrid now holds EntityGridCell containing both a list of all ents per cell and a dictionary of ents by EntityTypes enum
Senses ignores units from the same Group, animals ignore other animals unless hostile
Fixed NREs in AIEx.
BuryUnit machine process destroys units pending implementation of proper Grave component.
Remove TOD_Shadows, tuned TOD_Scattering down to save some perf
Modules can define a list of other modules during which they will always evaluate.
Most work modules can now be evaluated during idling.
Fixed reorderable asset list not restricting available assets by type.
Made some extension methods for overriding GPVs.
Removed CandidateEntityFilter.FilterByPlayerCommandFlag, use query/entity source modes instead
Removed required job from resources.
Added required job to player commands.
Testing not setting collaborations module to always evaluate.
Added target filter unit source mode for flagged ents
Player command flagged entity bookkeeping, candidate entity filter source mode
EntityGrid preallocates cell lists
Target filtering uses EntityDistanceList~
Senses profiling
Added PlayerCommandDefinition ShowInCommandBar toggle
RMB on resource ents flags them for harvesting, disabled context menu
Expose action tickrate in editor
SetDestination+Flee tick profiling
Blackboard copy methods use aggressive inlining attributes to see if it has any benefit
Facts component is disabled unless there are any providers installed (cuts out overhead from various ents that own no facts)
Group entity fact evaluation callback hooked up in Agent, propgates through decision makers and their modules to support reactivate evaluation flagging of modules instances
Added AI module evaluation modes (tick or fact evaluation callback)
Set up various AI modes that use a fact selector as a top level condition to use fact evaluation callback mode
initialize Senses.shouldTick with true (otherwise Senses doesn't actually tick until a UnitFlag changes).
Added event on Facts component for when we evaluate a FactProvider.
Stopped AIBehaviour allocating on setup
Facts get evaluated in a queue with a budget
Remember last valid GPV on modules (allows tick rates to work properly)
Added support for optional AI module tickratres
Building editor updates preview asset correctly, fixed saving bad data for addon positions
Removed Water from Unit.Navigation area mask (disables swimming)
Go To Sleep ability fails if the Unit is swimming.
Removed entity arrays by type from Knowledge as this is handle by GroupKnowledge.
Updated a couple of references to use GroupKnowledge instead.
Invoke input changed event when someone starts using a machine to craft (in order to update the fact).
Fixed accessibility not being set properly in Knowledge.
Dirt grid drain/gain and update interval
CraftItemProcess no longer requires the process to be running to be able to accept items
Dirt decals accumulation test tweaks
Fixed GroupKnowledge.ForgetEntities not removing from KnownEntitiesByType
Minor navigation tick optimisation
GroupKnowledge sort calls only happen on demand, per entity type in TargetFilter+EntitySources.GetGroupKnowledgeEntities. Buffers limited by given filters
Disabled global forced tick after behaviour exec which was breaking the game
Fixed bad entity filter enabled check
EntitIesInGroupInfluence fact ported to GroupKnowledge, evaluated on simtick
Various ISimTickable cleanup
EntitiesInGroupInfluence cleanup
InteractionPlanFactProvider filtering checks entity fog vis when facts owner ent is player controlled
Fixed player command dragging
Fixed char create errors on re-roll
CharacterCustomisationWidget ignores toggle value changed events when refreshing content for newly selected unit
Fixed PlayerCommandWidget NRE
Player command widget optimsation
Target candidate filter is hard limited to 128 ents (facts replacing knowledge source caused perf regression)
Fixed EntitiesInGroupInfluence not being properly sorted via Agent tick
Fixed bad distance to call in TerritoryLocationSelector
AssetTreeView can filter by game ready