19,298 Commits over 1,614 Days - 0.50cph!
More weather tinkering
Replaced a rogue foreach in TargetRequiredByTribe
Moving a list creation in ConsiderAsResource
Begone, foreach in UnitDecisionMaker
Fixed crash caused by UnitDecisionMaker bad nested loops
Added AbilityPlanData
DecisionContext constructor overload with bp and target
Removed the unit interactions ui widget
CameraParticleFX boilerplate
More weather fx tweaks, shader fiddling
-new FindItemGeneric action , moving towards finding items smartlier.
-DseConsideration, for complex considerations that use their own DSE internally
-many merges
-reverted UnitCanFindRequiredToolConsideration.cs
Agent behaviour changes, added GetAbility
Comments on example code in FindRequiredTool
AbilityPlanData -> BehaviourPlanData
BehaviourPlanData in BehaviourPlan base
Improved internal handling of unit sleep and death (ensure behaviour ticks and DM are always disabled)
Disabled volume based weather system, weather is now randomly changed by the PlayerWeather component
Removed WeatherVolume and related code
Removed bad create mothod from WeatherSettings
Allow weighted objects a minimum weight of 0.01f in the editor
Fixed MusicManager tag handling, should play a wider variety of music now
Removed HumanInfo, all handled in UnitInfo
Unit emote sounds should play less often
Fade out DSE editor in BehaviourPlanSettingsEditor when ScoreForDecisionMaking is false
Added ActionChain.Break method and OnChainBreak event
Remove commented out DSE con line from BeforeEditor+Assets
removed asset db refresh call in BE load assets to see if it makes everything ok
Added EntitySpawner for hand placing spawns in scenes
UnitManager loads assets on Awake
Zone will find EntitySpawners and call Spawn on init
Human anim/controller changes wip
-tiger tiger crafting bright (more crafting WIP)
Added GenericPickupDSE field as default ref on ItemSettings
ItemManager now stores the generic pickup DSE and default pickup interaction refs for scoring lists of items conveniently
ItemManager.ScoreGenericPickupDSE accepts overrides for decision context weight and DSE score bonus
-CraftItem now works with or without CraftIntention
-ActionChainData can store an 'ItemToCraftId'
Some FindItemGeneric cleanup
Assign required_item_id in FindItemGeneric before scoring craftablity (when not looking for a tool)
Unit.Goto if FindItemGeneric is picking up an existing item
Reverted back to passing NullIntention for CraftItem when called in FindItemGeneric
Crafting things, all the things
FindItemGeneric will check carried items when finding using an ItemType