19,298 Commits over 1,614 Days - 0.50cph!
Fixed senses missing entity grid ref
Replaced Condition.CanPerieceveUnits only usage with new CanPercieveHostileUnits Fact
Added FactTypes, expose desired result in editor for FactTypes.Bool
PerceivedUnitData now stores Hostility
TerritoryLocationSelector NRE fix
Fixed PlayerBuildingPlacement tracking buildings being constructed poorly (we had lingering ids for buildings that had been cancelled), fixes NRE on load
RandomAnimationTrigger action no longer uses costly DateTime comparison, opting for Action.TimeSince instead (perf optimisation)
Added some additional AI profiler hooks
Improved Facts profiling
merge from entities in group influence branch
Ported remembering/forgetting entities from knowledge to EntitiesInGroupInfluence fact.
Fixed some groups not getting influence applied at all (set up individual influence components after the group one).
Update entities in group influence when we apply influence.
Handle any existing entries so that we remove them from the list if they are no longer in influence.
Added list of entities in territory to InfluenceAndTerritory (doesn't quite work yet).
Nuked a bunch of quadtree stuff that we don't need anymore.
EntitiesInGroupInfluence tweaks.
Shader.WarmupAllShaders on game start
Fact providers can specify a tickrate for automatic evaluation
SensesSystem hostile perception event can no longer spams multiple times in a single tick (was causing BiggestThreat fact to evaluate too often)
When all else fails, battery.
Better but still shit backup
Another energy fail gauge
Fixed the resource icons.
Fixed some UI indicator widgets breaking after switching to Paused UI
Goal.ChangeTarget uses fact provider for biggest threat
Senses and Knowledge only care about Units, Unit.Knowledge book keeps inaccessible entities
Entities in influence uses perception checks pattern from senses
Added fact to Groups data
EntitiesInGroupInfluence fact provider, candidate entity filter source mode
PersistedAddonData protocontract
UnitListWidget uses events instead of Update to add new elements
InteractionPlanFactProvider sorts plans relative to unit position on write
Hooked up some things.
Metas.
Organized icon things a bit
Fixed building assignment icons not properly handling addons
Updated sleep AI to look for owned bed instead of home building
Nuked a bunch of old conditions
BuildingView now correctly updates when removing an existing upgrade in order to replace it.
Entities can support multiple player command types, know which command they are currently flagged by
Added deconstruct player command flag
Merge from upgrade rework
Upgrade replacement working with instant build enabled (needs testing with normal building).
Update upgrades tab when we add an upgrade so you can't start the same one again.