19,298 Commits over 1,614 Days - 0.50cph!
Fixed potential DebugToolsObject.DrawUnitGizmos NRE
Animation event debug stuff
Fixed VisualFXParameters adding duplicate VisualFX components to prefabs when cached
Removed animations from ConsumeFromX interactions
removed unused materials and switched used one to new animal shader for the bear
switched animal_skin shader to new shader (used on clothes)
Skin shader tweaks
TakeFromDispenser picks up item using animation bypass overload
TakeFromDispenserSettings consume fix
Particle egg thing backup because I'm too lazy to split into a new proj right now
cleaned up and swapped shader on animal materials
changed hair to new shader
ASE.CustomMaterialInspector error fix
Fixed egg thing because reasons
Added Consideration Group (needs editor work)
Re-worked food AI related to resources/dispensers, humans now take food from dispensers, relying on DM to then eat that food
Added DispensablesConditionSettings, for checking if a target Dispenser provides suitable food for a unit's diet
ConsiderationGroupSettings editor
started adding stat comparison with group.
fixed exponential curve calculation.
Fixed Inverse Exponential function of Response Curve.
revert this shader because I accidently checked in a broken version
Fixed NRE in SmartObject.CreateInteractionPositions, spits warnings when an interaction ref is null, also does the same in BaseEntitySettings.OnValidate
started persistence cleanup
base setup of sessions (integration with game manager pending)
latest amplify shader editor
Commenting out steamworks init because we dont really need it right now
Removed maxNumberOfSamplesPerFrame set in GameManager since it's obselete in 5.5
trying to make deer show how many bits of meat are left on them
meta file changes for some ase samples
Removed last pieces of GameSaveData namespace from our code.
Removed GameSaveData dlls and the ProtoLoader interface that accessed them.
Removed ExternalAssets folder, which contained the projects for GameSaveData.
some kind of attempt at code to make the corpse meat chunks dissapear when used
Home & Rally buttons added to UI
Before/UI Mask ported to ASE
Added role gain to some cooking interactions for testing purposes
Working with integration of the Session concept in GameManager. Tried some directions that will be changed for next commit, so this isn't representative of the final direction necessarily.
Added support for Seasonal sleep patterns
Moved some navigation related settings to NavigationParameters
Rally/Home icons
animal data; sleep patterns, diet, gestation
fixed time range overflowing
GoalSettings holds GoalRoleParameters
WIP Seasonal dietry stuff
AssetListDrawer can now optioinal show object element types as an AssetMenu
RoleDefinition holds a set of ScoreConditions for evaluation during role score comparison
Added RoleDefinitionEditor
animal data; sleep patterns, diet, gestation
initial goal level role scoring implementation