19,298 Commits over 1,614 Days - 0.50cph!
Fixed a couple presumtions in Before Debug Object.
-pleasing the bill (removed commented code, and comment that tells you when the movetosafety action fires, added a useful/explainative commit message).
Yet another NRE triggered in Before Debug Tab.
island changes, spawn changes, BMO init fix
-re-added material to projector, IM debug should now work +merge
Trait picker UI respects compatibility, appends cost and compatiblity messages to tooltip text
Optionally hide stat manipulations from tooltips/other UI
store interaction settings in ResourceItemSettings
added GoToRandomSpot to test less safety focused idle movement actions
nuked some old scenes
added a randomised timer to agent idle DM
idle movement improvements, DM idle eval tick moved to method, idle behaviour eval tick delay randomised
add count check to Agent+Effectsd AddEffect ()
remove debug box from random spot action
resource interaction tweak
moved fruit bush to their own spawn
-wandering is now safe aware.
HarvestResource re-write
Resources now dispense all of the target resource on harvest
remove debugbox from GoToRandomSpot
zone IM lazy map creation and better init
temp hack to stop player giving sleeping or dead units commands
Added HasEffect Condition, AgentEffect Trigger
player commands wake up units
DM tick fixes, Agent IsActive false on unit death
Changed SleepTime Consideration curve to ensure it hits 0 response on 0 score.
Changed SleepScore DSE to make SleepTime have a contribution of 1.
Organising scripts a bit
Skill and Ability boilerplate + editor support
Added BehaviourPlan, BehaviourPlanSettings
More cleanup and tweaks
Added Skill.Archery and Ability.ShootBow
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Fixed Unit.FindClosestNavmeshPosition not working
All movement related actions now call the correct SetDestination(Vector3 position, IAction source_action) method to register callbacks
Actually fixed the potential crash related to navmesh position sampling
native non-adaptive tonempping renabled until something nice gets configured
updating third party stuffs
5.2f1
Human rig fixes and anim controller tweaks (begone, ice skating cave people)
First draft of the underlying Stat framework that will drive Attributes and Skills (Not yet integrated with Attributes or Skills).
unit desintation debug gizmos
Conventions, code consistency, etc pass on Stats (sorry ptrefall)
-can specify percentual offset to randomize decisions, in AgentSettings (ie. if the best and others are within x*0.01 of each other, one is picked at random)
-new 'go to unit' idle interaction (works, but currently doesn't work due, I think, to Response from DSE curves returning odd values, comes with a new dse, consideration type + asset.
-shortcut to open the 'debug' menu : ctrl+alt+d (first time around it opens quickbrush, for some reason, but from there on it works)
-multimerge
-removed possibly dodgy linq in consideration
-cleaned up using resharper standards
More data driving of Unit, namely Senses and Pathfinding (Navmesh Agent) settings