199,211 Commits over 4,140 Days - 2.00cph!
Fixed some cave_small prefab fuckups
Fixed monument fadeout noise occasionally leading to floating objects
Fixed rivers occasionally going through monuments
Procedural river / road parameters are exposed in the generation scripts (for roads these will eventually be defined by the road connection nodes of monuments)
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created low poly temple stairs, unwrapped, baked and textured. created high and low poly temple sun and moon icons, baked, textured.
added sun and moon icons to unity project. added new stairs and textured. cleaned up and re-lit scene
road_dirt material tweaks
slightly reduced road width for scale
Water treatment plant, added missing escape route for one tank
Sat dish material changes on smalled rocks
Misc cleanup, comments, summaries in DM classes
Allow StatMeasurement to target either Current or Normalized value of a RangedStat (Need, Vital etc)
Mace, Longsword & Salvaged cleaver are now throwable
longsword world prefab update
PlayerController refactoring and cleanup
Effect and Trigger organisation/cleanup
EffectParametesDrawer improvements
NestedEditorDrawer supports enum selection of Asset types from abstract base types
added stone props and bake files
- Level exit portal now has keyboard prompts and can be used with Space
fixed human female anims
changed sleep anim to hide eyes
test anims for human run while leaning left and right
removed male prop objects
BehaviourChain.Add assigns element.Behaviour.BehaviourChain
Agent+Goals now checks whether the current goal plan variant is in higher regard than the new one it tries to replace it with.
Removed BehaviourChain Add overload, updated usage in PlayerController to pass a plan instead of a behaviour instance
Assign Behaviour.BehaviourChain in BehaviourChain.CreateInteractionBehaviour/CreateAbilityBehaviour
Fixed compile error in PlayerController
-yam
-assigned collider to rock so it doesn't fall through ground.
Switched human movement blend tree to 2d Freeform Cartesian
Stopped PlayerController calling SmartObject.TrySubscribe
Fix NRE in BeforeEditorTab related to null elements in GoalSettings.ChildGoals
Fixed bad Alive and Sleeping effect values
Semi_auto_rifle - materials and texture plus fbx
deer has a rough ragdoll and test left and right run anims.
Added MaxStatConsideration which takes an array of stats and returns the max value as score
Stat implements IComparable
Added a Description field to Condition and Consideration Settings
Fix for material setup throwing errors in edit mode
Renamed MaxStatConsideration to GroupedConsideration, now takes a list of Considerations and returns the highest score, should/could probably be handled throgh some grouping system
-You should finally be able to create Conditions with a template, like you do with classes. It will create $Name$Condition.cs and $Name$ConditionSettings.cs