19,298 Commits over 1,614 Days - 0.50cph!
Grass patch mat to biome tint
Entity view pool prefab factory method (support added GameObjectPool), post processing method (ItemView projectile component handled by this instead of in entity create)
GameManager warmup cleanup, loading status, show UI before doing asset warmup
BaseEntity state cleanup
more ConstructionInfo persistence
OnGameReady things (BaseEntity, EntityComponent) now share IOnGameReadyHandler interface
Merge from entity pooling
ECS time warnings under BeforeDebug flag and editor only
Added Entity/Component OnGameReady callback to avoid messy event listeners and pooling being shit
ConstructionInfo persistence WIP
Dont pre-allocate for all entity types during game warmup
Physics options.
Fix for deconstructing the settlement level up addon not triggering the level up activity again.
Shader organisation, moved some more stuff into always included
Fix for cancelling deconstruction at 0%
always create desires for possessions even if the required item is locked
merge from stockpile stuff
tanning station interaction position data
Interaction position sets can be rotated.
Fixed overlapping positions on tanning rack.
Fixed some AI that was only allowing the original crafting process and not the new non attachment point one.
Validation makes set current building non positional.
Container now combines entity restrictions and machine process validation instead of one or the other.
Various tanning station data.
TimeValue property attribute drawer prints converted game to real time after field
Fixes to stockpile related conditions
Various Stockpile conditions now write the appropriate container to the blackboard.
Added entity player command to context menu
Skill & Tool overrides both live in InteractionSettingsWrapper, various editor tidy up
Container can now validate Entities using a MachineProcess in its parent Entity instead of using the ContainerParameters data.
Fixed EntityView.HighlightOn potentially adding a view's renderers to the highlighter
Fixed CameraOcclusion potentially causing highlighted units to get stuck
Containers can override their attachment point naming pattern
Porting a few useful optimisations from senses job branch
Added better failure explinations for Unit.Items.TryPickUpItem
clothes as tanning unlocks
Fix for unlock_all not making all items available at the crafting station