19,298 Commits over 1,614 Days - 0.50cph!
Stat importer now accounts for people who like in Europistan
body temperature now driven by min and max temperature stats
updated a bunch of Effects to use the new body temperature stat
stats have unit classes.
stats no longer have entity type.
groups only have vitals and needs.
Removed Agent and Effects from IEntity, moved to IUnit
Moved a lot of Stats functionality out of StatsComponent in into StatsCollection
Groups no longer have a Stats component, only GroupStats which now owns a collection and has no persistence overhead
StatCollection update from data will ignore stat types that are not valid for the parent entity
removed skill gain and calculations from animal combat
cleaned up stat measurement and manipulator application to account for units no longer having all the stats
trying to fix bears not attacking properly
Renamed existing HostilityCondition to UnitTargettingConditon, added UnitHostilityCondition that actually uses our hostility types utility stuff
Optimised some editor stuff (create asset form type selection is now faster)
Animal defensive AI tweaks
hostility / comparison conditions cleanup
find attacker to fight checks for targetting again
Aggressive animal AI WIP (looks like it works, but just needs more module weight or score tweaking)
removed old movement bools
removed moveStateLerped definition value so it will update when unit is spawned
Data save, various default modules
Nuked all the AI modules from every unit
first batch, cliff_02, cliff_02b, rock_big_01
~ wip
Bonuses and Penalties are now also ConsiderationGroups.
Updated all the assets and editor shit related to Bonuses and Penalties.
Added AI Module Groups.
Default Modules are now set at the ModuleGroup level rather than individually.
Combined the defensive module into Combat-General.
AI scoring deviation set to 0.01 instead of 0.1.
Emote selector now selects from top scoring emotes rather than weighted random.
Emotes moved to idle module.
deviation from best is now in config.
Idle module now also has Is Busy condition.
human idle AI improvements.
Added TOD Light consideration.
Added Warmth module to humans and more fuckery with Idle module
Fixed bad thing in DSE causing consideration scores to not actually be used
Refactored graphics options stuff a bit, fixed HBAO not being toggled properly and ragging FPS on shitty machines like my laptop \o/
Disabled shadows entirely on Low quality (TODO : make this look as good as it can, floating shadow decals etc)
merge from options branch
More tweaks to idle AI.
Made Social Need have its own corresponding Vital that isn't Mood.
Added Entertainment/Fun Need stats (not used yet).
Fixed Swimming flag.
Swimming and Dancing now provide entertainment.
Units no longer play the getup animation when seen in the unit portrait manager
Some WIP volume settings in the options menu
Exposed Music, Effects and UI volume control
Can mute or double the default volume for each volume control
cliff_03, cliff_03b models/prefabs
sebov merge this if you want to setup isLookingAround bool in your walking around
Basic first pass on better item placement logic
More item placement stuff (chalk material, colour changes, better cancel placement)
More item placement stuff, reverted to command generation method that I accidentally broke earlier
Some more trap logic
Added an IsPlaced field to Item so we can tell if an item is placed (not carried, but also not dropped)
Disabled transform renaming on contextual hint - should fix the hint prefab always being marked as changed
cliff_01, cliff_01b models/prefabs