19,298 Commits over 1,614 Days - 0.50cph!
Asset save, dont bother storing InteractionSettingsWrapper anymore
- Merge from PlanConsistencyExperiment aka the worst branch name ever
Added World tab to the Before > Debug window, with season dropdown and set button
- Added auto update/refresh for biome data on the world debug panel
wip animations and rigging
- Stats debug cleanup, added stat value edit thing
- Fixed Safety having max value of 0
- Effects debug : can now add remove effects on selected unit
- Trigger editors nested in EffectSettings
- Made StatMeasurementDrawer less shit
- TriggerSettingsEditor tweak
- Refactoring EntityComponent, added EntityComponentParameters for 1:1 mapped, single type component settings (container, IM effectors)
- Removed usage of TryAdd in Entity (@ptrefall lets look at this again after Goals/SOC)
- Added ItemParamaters, derived types for Consumable, Physical, Craftable, Wearable and.. Weapon(able)
- More Wearables groundwork
Stop BeforeDebugTabWorld trying to update when not playing
- World debug auto refresh includes terrain config changes
- Renabled grass
- Tutu wearable prefab material fix
More work on Goals and DM integration.
UnitImportWizard AttachmentPoint handling
Un-peturing the Temperate Biome, added Biome.PeturDevil for biome_test scene
- Call Animator.Rebind() after Unit puts on a Wearable (fixes clipping/skinning stupidity)
- Split Unit Wearable handling into it's own partial
- Fixed TryWearItem calling the wrong thing
- Updated human view prefabs (should fix error spam)
-some more profiler hooks (tho they bring no joy)
-ThreadedAffectorData changed to use fixedarrays, be a class, and be reused in InfluenceMap
-InfluenceThreadManager is a proper ManagerSingleton now.
- GoalPlanVariant creates BehaviourChain
- Added GPV.OnCompleted event
- GPV.Add and GPV.Clear deferred methods for BehaviourChain
- BC no longer creates BehaviourPlans from settings in constructor
- Added abstract BehaviourPlanTypes property to BehaviourPlanSettings
- DecisionPlan stored property in Goal/GoalPlan, not a field.
- Ensure all Items which are flagged as Consumable have the Consume Interaction
- Goal data tweaks
- BehaviourChain.EnactInteractionDecision uses Decision.Context.InteractionPlan.SmartObject as target instead of Decision.Context.Target
-merged new bits and bobs about IMs
- GoalPlanSettings.BehaviourChain stores new BehaviourPlanSettingsWrapper, allows for filtering of target entity type for DM
- GoalSettingsEditor child goal/plans in Foldouts
- Added EatCookedMeat GoalPlan
new human model from petur on a new rig. Some(all) of the animations are very rough or just wrong so to be fixed soon.
human female remains unchanged to use as refrence but will be replaced soon
Now handling the copying of content between Agent's GoalPlanVariant and DecisionMaker's variant.
exposed bones on human rig and added pickup events to the pickup anims
hopefully rollingback this file as I checked it in accidently
Backup in case this wrecks the terrain.
- DecisionPlanParametersDrawer tweaks, foldout
- Fixed Foldouts in GoalSettingsEditor
- Renamed DecisionPriorityLevels
Fixed BehaviourPlanSettingsWrapper not storing EntitySettings where it should have
Divided small rocks into small, smaller smallest.
Zero'd prefab pos because OCD.
Spawn tables. Scene backup.
Deleted old DSE assets, metas apparently