19,298 Commits over 1,614 Days - 0.50cph!
Tweaks and cleanup, removing debug logs etc
made action chain run logerror more descriptive
humans spawned using the debug window are added to the player's tribe
reject effects with empty action chains when instantiating in effect manager
fixed null action in rested effect
Added ItemManager
Debug improvements (show effects from consumables)
Fixed some issues with action chain
Tribe.KnownBuildings only returns buildings owned by the tribe
Added ConsiderationSettingsWrapper
DSEs stores ConsiderationSettingsWrapper
Caching rect trasform in UIWdiget
Reverting some scene changes to fix ui shit
Cleaning up widget crap again
Island 003 tinkering
Fix for considerations reorderable list being a dick
Adjusted some contributions and shifted around some considerations for DSEs.
made free cam timescale independent
misc stuff
Added terrain alpha support to standard-terrain and standard-blendterrain shaders
terain aplhas
tree pine 01 breakmesh test obj
follow unit added back in
SPM processing + island 03 changes
Added Scion PP Third party
Silly unit camera test thing
Added petur's animated eyes to humans
create a unit camera instead of cloning main
Fixed some bugs with Resource states and interaction management
Resources now dispense all items when the master item is depleted (berry bushes dispense all their berries when harvested for their sticks)
BeforeDebug correctly assigns delegates and creates BeforeDebugObject from OnEnable if already in playmode
Started on integration of Idle Behaviours.
-a new 'debugInfluenceMaps' tickbox in the Debug window visually projects influence maps atop the zone.
-influence map display is customizabler
Agent+DM will now add a new smart behaviour for the idle behaviour interaction.
-removed comment, preventing Bill shouting
Added Idle Move Interaction and DSE.
Added HSB color type
Added back ScionPP editor scripts
Added some human color params to BiomeSettings
Added Color.Variaton()
Added WeightedColor
Skin shader tweaks
Cleaned up old crap from ColorUtility
HuamnView handles randomsiation of hair and skin materials per Unit (not optimal)
rexported animals with proper skin mesh names
Updated topology layers
Repainted greenbox, smartobject_test, wip island 01
Spawn tweaks
Added tall pine spawn
Removed error in Resource regarding two interaction requirement (resource does not require two interactions cc ptrefall)
First draft over TOD Consideration. It takes a peak hour and a time range to define what score to return.
Idle Behaviours should be able to trigger even when there's no other decisions to be made...
Test for null when evaluating for idle behaviours.
...and Decision Context should allow Target be null in calcualting bonus factor.
-Finding safest spot consideration in, working a bit with humans vs bears in smartobject_test
-merge with all previous stuffs