19,298 Commits over 1,614 Days - 0.50cph!
Skill level data validation, editor bits
Skill levels, related cleanup
Wants Basic Equipment activity expires when all possessions requirements are met.
Activity notifications update when any of the collated activities have their conditions met instead of waiting for all of them.
Logging for weird cast error that happened once in ItemAction.
Edge scrolling speed scaling with distance.
Remove bleeding effect when revived.
Fixed NRE when commanding the same interaction more than once.
Never skip active module scoring so units don't randomly switch tasks
Add some checks back that we probably need
Bring some changes over from tick_freq
Fix PooledList race condition and a duplicate key exception when telling a unit to build
Fix sometimes not finding the item to remove in the known entity list
Removing some role icon stuff from the UI
Remove Knowledge.SortEntityData
Tick some more AI modules a bit slower
Tick agent ECS every frame with no budget
Fixed entity filtering not filtering by flag correctly
Nuked wood and food gathering jobs, replaced refs with gathering job
Added hunting, farming and healing jobs
Added replace asset reference support
Fixed effect added activity getting collated even if the effects are different
Removed roles, replacing various checks for role with job or skill level checks
Jobs can be unlocked
hopefully fixed other people's effects showing on the selected unit
Hide building slots (i think)
Increased tick rate, decreased frequency of some modules
Experiment with ticking AI modules at different rates
Made join request activity be created by the player's group instead of the joining unit so that it shows up in notifications.
Added new overlay crafting icons for all crafting stations, visible when the player has a single unit selected
Some UI utility stuff for positioning elements that hold an entity reference, using the UIElementPositioning class
Fixed animals not waking up
null check in GoToSmartObject
testing + and - buttons on crafting widget directly assigning and removing orders.
removed superfluous adding of order to list that was causing the orders to exist twice.
Null check in CraftingOrderElement.
Tree should assign the player commanded status to the trunk now.
updated script to remove colliders from lods
Actual fix to triggers that aren't linked to effects.
Dispensables now have a min and max starting quantity.
Stick piles start with 1-4 sticks
Unified various popup windows so that they're consistently tied to the notification feed
GameEventManager has removal buffer, fixes IOEs when playing event that end instantly
in OnPreprocessModel set importer.importVisibility = false
stickpile has max sticks 5 & starting quanity 3
Removed a smaller allocation PooledList was doing that isn't relevant anymore
Added Settlement Has Enough Housing need
Make PooledList<T> use FP.System's pooling so it wont allocate as much
Workaround for triggers never getting triggered if they aren't used by any effects
Spit cost upped to 20 sticks so constructing it is vaguely some sort of achievement
Added back housing need but reworded to indicate that it's optional. Moved it to level 2.