19,298 Commits over 1,614 Days - 0.50cph!
-Plastic is the devil (merging main, in a spanking new workspace -_- )
These chicks is women... they like that all the time. https://www.youtube.com/watch?v=xauKgEX7PeQ
-Added a UnitsManager based on AgentManager
-Added a Tick to Units
-And a new layer 'Senses'
-little guys now 'perceive' units around them and know which one they can see (just a straight raycast currently, fov incoming)
-FOV
-some little debuglines display FOV cause the fancy handles sounded complicated.
Added Unit+Sound with PlaySound method (takes a sound type enum param)
SpeciesSettings now runs LoadUnitSounds from OnEnable, and stores sounds in a dict (gender as the key). Added FindUnitSound method to retrieve sound using ender and sound type as above.
Units now play sounds when seleced, deslected and given orders/succesfully subscribed to an SO by the player
Rain FX remake. (Only calibrated for night atm)
Fixed splat tints not updating on terrain => added TerrainBlendExt.UpdateMaterialParams() to SetSeason
Updated SE plugins
Fixed UI not blocking raycasts
RMB cancels building placement
Fixed building rotation not aligning to ground normal
-added cool profiler tags for perceiving units, like we got in grasspatch
Added optional Snow Accum Offset; toggable via "EnableAccumOffset" in TerrainWeatherExtension
-watching now comes from the head.
Attribute.Simulate() now calculates the step value when playing in Editor
More normal map bake hacks
SpawnPopulation editor and weighted randomisation
Added some placeholder female sounds
Island002 tinkering + navmesh
Added support for picking up items into a carried container. Containers have a max weight and max volume, used to determine what can be deposited into them.
Added Volume and Weight properties to ItemSettings
Added Hand Basket (carryable container)
Added two new carry/holding anim poses
First draft Decision Maker system.
- Fixed some inconsistencies with changes from main
- Added a decision tick rate to Agent+DecisionMaker, that can be configured in DecisionMakerSettings.
Updated Human View prefabs (exposing RigHead xform)
BeforeEditor tinkering
-storing squared distance and viewing angle, together with the units, for future use
-merged with main
-made some groundwork for hearing
Added Unit.Noise float property, set to 1 when playing sounds
Before Editor tool bar + back/forwards buttons and history
BeforeEditor history fixes
-merging from main
-genuflecting at the altar of Plastic
-cavemen can now whisper sweet little nothings in each other's ears.
added biome_test scene
fixed issue with WaitForClipFinished in Unit+Sound
some hacks and workarounds in world and zone to allow scenes with multiple zones to load properly
Properly cleaned out "incentive" and replaced with better interaction handling.
Decisions for current and last tick is now cached. And rather than instanciating new decisions, when there's room the content of a decision is just replaced with new data to reduce the number of "new" calls each decision tick.
Animal DM, assigned to all animal agents
Added a test in CanAttach that says IsAttackmentPointValid, rather than to expect any dictionary lookup will result in a valid value.
A few tweaks to Maslow levels for Interaction + tweaked so distance yield less score.
Split BeforeEditor in partials and improved tab handling
-merge with main
-little fix on unity+sound
-FOV displayed with candlelight
BeforeEditor DM data assets tweaks
Added BeforeDebug window, with basic unit attribute display for now
Fixed so we can change DecisionMakerSetting TickRate at runtime.
Entity debugger tweaks, displaying Agent.DecisionMaker.CurrentDecisions list
- BeforeDebug now prints out Decision Score as well.
- Decision now sets TimeNow when we reuse an old instance to set new data.
- Twealed down Maslow Type bonus massively, to make results more readable.