19,298 Commits over 1,614 Days - 0.50cph!
Also ignoring Assets/Editor and Assets/Standard Assets
Reverted some accidental ThirdParty script changes
BeforeEditor fixes and resharper settings update
Moved UnityVS to Assets/ root because apparently it's being a dick now
Fixed some class / filename inconsistencies
Fixed some assets missing scripts
Disabled Weather
Nuked some old assets that survived the merge
Nuked ResourcePine.cs
Added base Harvest logic to Resource
Added some Growth related data to ResoureSettings
Added Growth method to Resource, using ResourceSettings data and TOD_Time Actions
Fixed Harvest() call in HarvestResourceOneOff action
Changed ResourceStates to Full/Empty/Destroyed
-merge with main again
-resourceseditor won't create a view if not all view art is present.
merge from zone resources
Resource editor tweaks but its not being happy yet :(
Player settings and biome fix
Updated/re-imported Amplify and TOD
Editor improvements... cleaning up CreateAsset a bit and offloading stuff into the base class
Added FloraGroupSettings asset handling + tab
Resource SmartObject selection enum
Some flora group and biome editor tweaks
Fixing accidental third party changes
Reverted QuickBrush files
More Biome and Flora Group editor stuff.
Added SESSAO
Moved everything in /Scripts/Gameplay to /Scripts
RockPrefab and Biome RockColor stuff
Debug UI fixes
AgentManager Ticks using TOD_Time.OnMinute
(Untested/uncompiled) - Attribute moved to a float-based value scheme.
Fixed couple minor issues with Attributes
Unit debug sidebar UI now shows selected unit's attributes/needs/effects
TOD tweaks
Fixed NameGenerator and moved the names files to Resources/Config
Tribe assigns names properly
-commented ResourceSettings a bit to help with understanding the parameters.
-changed a couple of varnames in ResourceSettings
-extended resourceTab with all the new options.
-merged with main
-added a new constructor in SmartObjectSettings
Fix for Resource prefab creation in BeforeEditor
Fix for Agent+Need delegate NRE.
Fix for UIEditorWindow NRE
-merged main
-minor changes in PlayerUnitControl
-added some support for forgetIfInterrupted, in editor, smartobject, smartbehaviourstack and smartbehaviour, will need to test it at some point!
-disabling and enabling incentives, when a resource becomes empty or destroyed
-cleaned up now unnecessary functions in Resource.
-removed OnRanOut from IResource too.
Fixed Agent AssetEnum issues in the species editor tab
Added AttributeType enum for use on front end organisation of Attribute settings and enum construction in Agent editor
Some editor tweaks + actions
Added UnitPathfinding component, right clicking with a unit selected just fires a basic SetDestation for funzies
Removed unused Third Party (SSAO Pro, Boomlagoon JSON)
Updated TOD
Added some FreeCamera code to PlayerCameraControls, but there's a bug preventing the movement from working.. haven't spotted why
-resources spawn with the correct view now
-added some tooltips in resourceTab
-Resource inherits from Item
-Trying my hand at harvest resource again, to flesh it out some more and eventually let the cavemen harvest items.
-Food incentive, and an SO and Resource and Views for a berrybush