19,298 Commits over 1,614 Days - 0.50cph!
Added ConditionUtility with Evaluate extension method for lists of ConditionSettingsWrapper, updated applicable usages
UnitViewUtility adds a NavMeshAgent to newly created views
Breed request is player exposed, condition tweaks to support that.
Fixed Berry Bush IPS data warning
yet another merge from main.
Profiling formatting crap, minor refactoring
GPV completion now adds role weight
BaseBehaviourPlanSettings has RoleParameters for player exposed/commanded behaviours
Singleton Managers should live in GameManager, since that's where they live on the Game Manager prefab.
Default to Survival game mode when starting with startup, so that we actually get out of the loading screen and load the game (or quit the game if there's no game mode defined at that point).
Added a comment in code to show that explicitly
GameConfig WIP
RoleParameters exposed in behaviour editors
Player commanded GPVs should now apply role weight correctly.
player commanded role weight fix
Big ass managers refactor WIP
Merge from manager_refactor
Sessions no longer extend ManagerSingleton, instead use plain Singleton. Game runs.
EntityManager data related stuff moved to Database
Minor refactor of Database api
List init to construct in AI Manager
Instance. pattern for events in EntityManager
Layout, UnitManager pointless GameState changed callback removed
Started on save/load, focusing on Survival Session and Entity Manager to start with...
Merged
Fixed bad merge in EntityManager
Restoring UnitManager gamestate callback for navmeshagent enabled toggling, which is a hack but apparently we need it.
Working on serializing entity manager and Base Entity. We now serialize to text when running from editor, and to binary when running externally.
People now wait for corpses to cook and remove them from the fire
More work on persistance and Loading, still not working, but progress!
Unit.Emotes animator layer weight reset when changing clip via override controller (attempting to workaround masking issues)
Generics for persistent data type in BaseEntity, introduced IEntity, ITickableEntity etc
PersistedEntityData stores transform position/rotation data, not GridPositions, added CreatedOn too
BaseEntitySettings.Create overload taking PersistedEntityData
EntityComponent persistence boilerplate
Removed BaseEntityComponent
Moving numerous bits and pieces to persisted data types in Group, Unit, Building, Resource
BaseEntity now saves view transform data and prefab data package via id
F5 to save session