19,298 Commits over 1,614 Days - 0.50cph!
Behaviour constructor tweaks
Entity component init check
Added GroupBehaviour : BehaviourPlan
Added HuntingGroup : BehaviourGroup
Added GroupBehaviourSettingsWrapper
Added various empty/skeleton data for hunting group
Group is now derived from Agent
Removed IndividualAgentSettings
AgentSettings is no longer abstract
Dont create ReoderableListDrawers for AgentSettings fields
Added BehaviourGroup.Invite(Agent agent) method, WIP scoring from Settings.InvitationDSE
Fixing and tweaking issues with Behaviour refactoring
DecisionContext GetBonusFactor re-write
BehaviourGroup.Invite DSE Scoring
BehaviourPlanSettings constructors
Integrated Stats with Attributes and Skills.
Slightly better API for StatCollection.
StatCollectionSettingsEditor WIP
More StatCollectionSettingsEditor
Created an API to make it easier to make stat modifiers in code.
StatCollection.Human, StatCollection.Animal
Fixed potential NRE in Agent.InitializeStats()
BeforeInspector NestedEditor convenience method and cleanup
More nesting and reorderable list tweaks
Stat changes WIP. Tick modifiers almost done.
▉▌▅█ ▅▊▌▉▅▉ ▋▉▊▍▄▌▇ ▊▍▇ ▆▅▇█▊ ▉▍▌▋▆ ▅▍▇ ▉▆▆ ▌▊▅▇▆▋▄ ▌▉▉▅ ▄▇▄ ▊▄▇▌▋▇▉▋ ▋▊▋▄▋▌▇▋▆▅ ▋▌▄ ▊▉▉▄█▄█ ▍▄ ▇▌█▋
fixing some missing data refs
BehaviourGroup execution testing
BehaviourGroup invite tweaks
In "theory" ticking stat modifiers should work now, but will run some tests before I merge to main.
Tested tick modifier, looks like it works.
Fixed some minor bugs to the tick modifier system.
Merged Stat Changes branch to Main. This properly integrates Stat-driven Attributes and Skills + removes the concept of "step" from Attribute, replaced by the Tick Modifiers.
Added timer to stat modifiers, so that one now can optionally say a modifier should be automatically removed after N seconds. This should "probably" be based on TOD time, right now it's based on Time.time.
Fixed incorrect effect assignment in Action.ExecuteBreedingGroup asset
fixed potential NRE in agent+stats
Fixing BehaviourGroup (breeding works again)
Added TribeStartArea component
Tribe spawning now handled by TribeStartArea if one is available
TribeStartArea places a campfire and spawns 6 adults, 3 of each gender
WIP SmartObject InteractionPosition stuff
Added Sit By Fire Interaction
Human asset updates
Fixed bad desitation in ExecuteBreedingGroup
Removing debug
Player cannot issues commands to units that are currently in a BehaviourGroup
More interaction positioning stuff, massive gizmos
Pretty much finished the Stats and Effects refactor. Some data might be viped from assets and some editor stuff might need revisiting (commented with todos).
Consumable now use EffectSettings rather than its own ConsumableEffect API.
Stat+Tickable now use TOD OnHour to tick modifiers that have a "duration" (timed lifespan).
Since "hours_passed" accumulator is a ulong, I moved it to the StatCollection, that we only store one per Agent. Means we only register a single listener per Agent to the OnHour TOD event too.
Fixed Consumable Effect Settings.