19,298 Commits over 1,614 Days - 0.50cph!
- Added EffectParamters, which is stored by EffectSettings and also stored by other data types, e.g. Consumable and Wearable ItemParameters
- EffectSettings are intended to be used ONLY in conjunction with Triggers
- Wearables now apply their Effect when Worn by a Unit
- Re-arranged the order of Operations in StatLinkerBasic
- Added ModifierOperators enum, used by StatLinkerOperation result modfication, should make for more readable data
- Nuked a shitload of Effects, mostly replaced with EffectParmaters where applicable
- EffectParameters.Id is broken, so effects stack infinitely, fix WIP
Fixed Effect stackability idiocy
-log an error if more than 1 Assign/Difference ResultOperator is set up in a StatLinkerBasic.
UnitImportWizaaaaaaaaaaaaaaaaaaard
DefaultModelImporter makes sure we always search project wide for materials using the model's material name
Female is broken not sure why
- Nuked "to be phased out" stuff in Units/Human
- Renamed human_female body mesh to include the word "body" for HumanView setup purposes
- Dem prefab
- Fixed Item.IsCarryable not returning the right field from PhysicalParameters
- Fixed GPV BehaviourChain not resetting properly
- Unit+Wearables tweaks
- Some item view APO data
Wearables fixed, I think.
-removed Warmth need, as we decided it's easier to just check for necessary warmth in a consideration, cleared various statcollections of it.
-added considerations for NeedForWarmth and NeedForCold
-yamfm
- DecisionMakerSettings and Maslow Weight store public fields, not properties and private fields
- DMS.MaslowWeights is initiated with an element for each DPL
- DecisionMakerSettingsEditor cleanup
Storing failed Stat semantics cleanup on a failed branch, probably never to be loaded back up again...
Fixed bug where we were updating tick modifier value rather than modifier value.
Made Agent+DM a bit more robust, where if finding the best goal's goal plan or goal plan variant doesn't pull through and fail, it will go on and try to find the next best goal.
- BiomeMaterialLibraries auto refresh via the World debug option
- Added base DataParameters type
- Added StatBlockerParameters, EffectParmaters.StatBlockers
- Added Stat+Blockable partial
- EffectParamters duration stuff clean up a bit, added a label in the prop drawer to display the value as hours/minutes
- Lots of Triggered Effects data fill
- Nuked UnitImportWizard, ported all functionality into SpeciesSettingsEditor
- Some BeforeInspector+ViewManagement changes
checking in, might break, Will fix asap
- Fixed shitty bug in BeforeInspector+ViewManagement when updating a view prefab from source object
- SpeciesSettingsEditor correctly assigns an avatar to animators on unit views when possible
- Drawers for Wrappers, lots of them
human walk (looks weird atm)
Clothing prefabs, eye shader/material dickery
Fixed BeforeInspector not renaming assets properly
DecisionPlanParametersDrawer tweaks
BehaviourChainPlanSettingsWrapper DM exclusion test
ActionChainData stores HarvestedItems list
BehaviourChainData convenience accessor in Action
HarvestResources stores item yield in ACD and BCD
ConsumeItem will check BCD then ACD for targets
human male and female now have a blendshape on the eyes called "small" that ranges from 0 (big) to 100(small)
-made a bunch of Conditions to replace boolean Considerations
- Fixed GoalSettingsEditor not showing child goals
- Added some background styling to GoalSettings plan and child listing
- BeforeEditorLayout.DrawContentGroup now takes an optional GUIStyle to use for the container
- FindBestInteractionPlanVariant passes smart_object as DC target
- Added DecisionLayers and ConditionTypes enums, abstract getters in ConsiderationSettings, ConditionSettings
- Fixes cs 2646
GoalSettingsEditor GUIStyle error fix
Actually fixed GoalSettingsEditor guistyle errors, updated lots of conditions and considerations new getters
-removed now-useless Considerations
-yamfm
- Added Emotes to the Unit debug view
- Added DecisionLayers filtering to DecisionPlanParametersDrawer
- Added DecisionLayerAttribute to pipe in DecisionLayers filtering
ReorderableListDrawer generics, interface, hell.
ReorderableListDrawer fixes
- Editor gui skin, styles, stuff
- Moved some drawers to their own files
Fixed Effect trying to apply stat modifers to Agents that do not have the target Stat
- Pass BehaviourPlanData to new Behaviours on creation in DM, and in SmartObject.TrySubscribe
- BCD/BPD tweaks and error avoidance
- Fixed issue with AddCompensationFactorToScore turning scores NaN when a DSE has 0 considerations
- Resourcce.TryHarvest returns bool, outs list of harvested items
- DecisionPlan.ScoreForDecisionMaking returns Parameters property of the same name
Fixed recursive decision making over goals, goal plans and goal plan variants, that we exhaust all our options rather than to not reach a decision.
Fixed some issues with regards to considerations being non-existen or there only being a single consideration in our DSE.
Cleaned up debug in DSE a bit, that it's not as intrusive on the code elegance.
Merge from Goal Improvements
Removed usage of IComparable<T>, now only using IComparable for make benefit of storing whatever you want in FixedArray