199,739 Commits over 4,140 Days - 2.01cph!
Added RequiredByMachine and RequiredByTribe Item considerations
Added Description field to MachineProcessSettings for editor comments
Added GroupManager skeleton (not doing anything yet)
FuelToEffect machine process now overrides OnMinute logic, burns for one duration per input entity
Value OfHarvest consideration now scores against machines from the known buildings list too
Improved (though somewhat hackily) callbacks between pathfinding actions (GoToSmartObject) and Unit Pathfinding, should fix most issues
Fixed inconsistent file linkage
item.isBlueprint is now a flag
itemcontainer.IsLocked is now a flag
Fixed dropped items wrong prefab name
TOD hacks (inspector buttons for XML import/export)
TOD XML loaded from Biome once again (and in editor when switching Biome on the Zone inspector)
Added Swamp Biome (copied from Temeperate) and TOD settings XML
ignore zone spawn overrides when not in editor
zone editor cleanup
Seasons editing tweaks, moving classes and enums out of BiomeSettings
- Enemies now have a max distance they can move from their starting position before they snap back. (needs a teleport/pathfind home)
- Reduced the frequency of tants
added dylan's electric shock and hex effect to deuce
- Objectives can now have countdown timers. (Needs UI hooking up and fail state)
- Missions now check for fail state
GameManifest holds guid too
BsaeCorpse ragdollPrefab to GameObjectRef
Fixed pumpkin plant spawning
ResourceRef only stores the GUID of the target object
Put the name first in the game manifest
Added warnings for debugging manifest guid to path
Updated inputs for non Xinput controllers
A Consideration can now be weighted, so that the less you want it to be taken into account at scoring a decision, the less the value should be. The weight is limited to [0,1].
Changed Consideration "Weight" to "Contribution", a better name for something limited to [0,1].
- Made some simple whitebox prefabs for level tests
- WIP new rough level layout idea
If there's multiple items of same type, only display one of them in the radial menu.
Changed Save/Restore for speed
Fixed the duplicates in radial menu for when holding two or more items.
Added scoring for a unit's need for food to the Value of Harvest consideration, but looks like we're having some issues triggering the Need.Food. Will have to solve that before this change can be tested (it depends on needs).
human imports, attachment mesh filter/renderer cleanup in view creation
Fixed NeedSettings not creating triggers from paramaters on init