19,298 Commits over 1,614 Days - 0.50cph!
Metas, deleting tween settings asset thing
Changed AtmosphericMusicSettings to use a bundle system, with one tag per asset and tags per bundle
very placeholder much deer death
DataAsset no longer implmenets IPersistent, removed IDataAsset interface
Moved ViewManagement from base BeforeEditor to EntitySettingsEditor
SFX folder re-arrangement
Removed DataAsset.Id
Removed duplication reflection utility class
"Fixed" weird compiler error related to GroupSettings.Create...
Fixed view management NRE. Deleted old sound folder...
Scene save and some sound ref fixes
Updated prefabs, added ragdoll stuff
Auto setup of FixedJoint on spine in UnitView
UnitView ragdoll sync from ref prefab tool
UnitView won't add FixedJoint to spine if one is present
Hooked up some FX. Data save
UnitSettingsEditor.UpdateViewRagdoll respects collider types
Fixed walking effect trigger
Only Effects that are flagged ExposedToPlayer will shw on the UI
Added Hungry Effect
Exposed EffectSettings.IconColor in editor
Effect tweaks
Fixed UnitMovementSpeedTriggerSettings tweaks
Small tidy up of music manager
WIP on Breeding Group and Behaviour Group in general.
Refactored triggers to use a single data type, moved and renamed nearly all triggers data, updated editor etc
Effects support multiple triggers for add/remove
UnitMovementSpeedTriggerSettings clarity
StatMeasurementTriggerSettings auto-generates asset name based on stat measurement data
AINodeGraph stores AIModuleSettings ref, not EntityId.
Numerous other exciting AIDesigner tweeaks
Renamed GoalDatabaseSettings to AIDatabaseSettings, related classses
Fixed ragdoll sync/update tool
Trying to add stats to groups
Unit constructor doesnt init default stats since it's abstract