200,686 Commits over 4,171 Days - 2.00cph!
3d asset parameter updates
First iteration of penalty (not yet using failure).
Updated island scene, reset waterfall sound pitch
Reverted to cs#3723 Unit.Animation.cs
Added Warmth Need, updated stat collections
Added Warmth simulator to StatSimulators.cs
Warmth Need consideration uses new stat, better curve
"Cold" Need, aka inverse Warmth
Failure implemented and is now the penalty calculator.
- Movement now checks valid layers, can't cheat the system and click a land layer the other side of the size and have something walk there :)
- EntityContainerEvents are now fired when an Entity is transfered between EntityContainer
- Start of Controllable stuff
- Other bits
- Added container events for Vehicles so entities are placed in "seat" locations when being transferred to a vehicle EntityContainer
- Added seat locations to Rafts
- Increased interaction radius of Raft
- EntityContainer now checks if the specified entity already belongs to target EntityContainer when performing a transfer
Exposed ScoreForDM flag on goals, plans, and the node vis editor
Nuked some old un-used considerations and a random blank script, tweaked debug view to show Needs, then Vitals then Attributes
Consideration.Score returns bool, outs float score
Merge from consideration return
DSE return 0 on consideration "fail"
- Stuff I changed this morning and forgot already
-warmth need was broken and always 0, fixed it to work as intended.
We now take the average rather than multiply. We lose some early rejection, but should get better results.
-fixed bug in GroupedConsideration that returned MoraleInverse to always be 1
Removed Bool/InverseBool types from ReponseCurve, also removed the "use animation curve for sampling" flag, no we only use the anim curve for front end visualisation even though it's shite.
More Survival Goal branch tweaks
-trying a new 'Deposit to building' goal
Forgot an #if UNITY_EDITOR
-CarryingAnything condition fixed, in turn fixes Deposit To Building so it actually works
Data tweaks
Removed unused MaxSafetyNeed and InverseTemperature considerations
Added SitByFire GoalPlan under Social / Socialise
-reimported stats, they broke
AttackTarget resets movement mode on break
Invert IMAvoidThreatAtCurrentLocation response curve
Unit collection stat boost tinkering
Added Mood VE to the fire
Effects for each movement mode
Removed StatisticalModel data type, cleaned up considerations a bit
Removed throw attack from spears