19,298 Commits over 1,614 Days - 0.50cph!
-units get ever so slightly warmer when moving around
Vertex normal toggle on TerrainBlendExtension
- Fixed broken BiomeSettingsEditor
- Refactored Zone+Biome handling to support variable length seasons, much cleaner code
- Renamed Season type stored in BiomeSettings to SeasonParameters, Create() provides a runtime Season instance
- Removed some unused weather variables in World+Weather
- Biome tweaks and ZoneEdtior season display
- Resources no longer copy interaction settings per item, instead simply create an InteractionPlan per item, changing the name and populating BehaviourPlanData with a reference to their ResourceItemSettings
- Lots of BeforeEditor and BeforeInspector tweaks and changes, should make things a bit more readable. All inspectors (nested and otherwise) have a rename field always visible now
- Zone+Biome editor Update() allows season changes tirggered by TOD cycle changes outside of playmode
- Added ConsumeItemConsideration which scores the value of consumption against the agent's Food Need and their species dietry preferences
Fixed Consume Value consideration not working as intended
Fixed missing resource item interaction refs and added NRE catch to avoid errors
- Added GoalVariantPlanBehaviourPlanWrapper (yes, really), allows some GoalVariant specific settings for Interactions in the list of Behaviours
- Interactions stored in GoalVariantPlans can specify a SmartObjectSettings which DM uses to filter matches
- Added SmartObject.HasInteractionPlan convenience method
ViewManagement refactor for preset views (species)
Attachment editor WIP
Only hide cursor in standalone
Fix for SpeciesSettings.GetViewPrefab being stupid
- Goal BP wrapper tweaks (allow abilities to filter entity types in DM)
- Player can RMB to command units to interact with objects again (probably will cause errors until Goals are properly integrated here)
Disable PlayWay water so it doesnt fuck with steam build etc
Subtractive merge 2531, 2532
BehaviourChain correctly invokes OnComplete when broken by a failure
Unit+Attachments sets animator bools correctly
Goals tinkering, people should kill and eat animals now, though hacky hacks are hacky
Dont init steam in editor
- Added BiomeManager, handles creation of runtime BiomeMaterialLibraries
- Removed goal completion debug spam
-updated statmodifiers to use a single class, in a manner reminishent of statLinkerBasic
-updated Biomes min-max temperature for those got wiped at some point somehow and broke temperature calculation
-also added a check for that in Zone+Biome to send out a warning
-updated all statmodifier assets to work with the new system (thank you oh lord of the regexes)
-deleted a now unnecessary enum
-YAMfM
-moved temperature validating onto BiomeManager cause hey, since it now exists it seems like a better place to do it.
-camera spawns nicely even with no tribe created.
Supert WIP, so nothing to see here just yet @billowe !
Moving attachment editor crap out of HumanViewEditor and into new AttachmentEditor window
More work on Goals and Agent+DM specifically.
- More WIP AttachmentEditor stuff
- Exposed the override anim string in EmoteState
This approach looks at the score of each goal for each layer of depth, and traverse down the best scoring path in the goal hiararchy until it reach the end.
Some improvements to finding best goal and goal plan.
turning off shadows on oceanfloor to improve shadow banding
-statmodifier is now the base type again, IStatModifierTickable has been reinstated, and the generic base/total modifier is now called StatModifierBasic.
Removed DSE Settings, ported to DSE params setup, added DecisionPlanParametersDrawer
- Merge from stat_modifiers_refactor
- Converted StatModifier to use params instead of settings data assets
- Nuked all BehaviourPlan data (Interactions/Abilities)
DecisionPlanParametersDrawer Considerations list fix
Fixed issues with stat modifiers
Removed IBehaviourPlanSettings, replaced with BaseBehaviourPlanSettings class
- Added ManagerSingleton, Manager no longer always a singleton
- Renamed World to WorldManager
- ItemSetings now stores a list of Interactions when held, enabled/disabled accordingly in Item, plus some editor trickery to make sure they're always added/removed from lists when IsCarryable is changed