19,298 Commits over 1,614 Days - 0.50cph!
Player Controller can now set the initial momentum on subscription to a smart object.
Momentum now diminish per tick based on a Drain Rate, rather than a Drain Time... meaning that higher starting momentum will result in longer drain time (when drain rate stays constant).
Decision Context now knows whether Myself is a Unit or not.
- Added a consideration IsItemHeld.
- Added the DSE Drop Item
- Added a comment text area to DSEs. The intention of the consideration list can be hard to desipher without a text to guide it.
- Misc...
Misc tweaks related to DM.
- The evaluation of picking something up now considers whether we're already holding it.
- An interaction can now be flagged such that it will be ignored for decision making. Both at runtime and in data.
Added SetKnownSmartObjects(IEnumerable<SmartObject> smart_objects) to DecisionMaker
Data Editor/Entity View tweaks and improvements
Added name override for interactions, exposed InteractionName property which returns either the name override or a formatted asset name
Interactions shown in the radial menu now read better (showing item name, etc)
-units now also 'see' smartobjects (items,resources,buildings)
-they remember SOs they saw for some hours (currently 6) after which they forget.
-perceived SOs are being passed from Unit, on to the agent.
Merged from ZoneResources
unitmanger/senses style and layout cleanup
SetupAwarenessSphere() head finding replaced with Linq
DM only considers enabled SO Interactions
Added Unit+Animation
Unit cleanup, moved Senses init stuff to InitSenses()
Added animation callback for PickUp
Moved animation event reciever to UnitView, forwarding up to Unit. Also made it generic (passing string to use for lookup)
Added head senses object creation back in
Added hearingFalloffCurve to UnitSenses (not being used yet, only to test DiscGraph handles in HumanEditor)
Human male tweaks
Consumables now destroyed after their action chains have finished (which is crap, we need to send effects to the agent and destroy the item itself on consume)
Added Unit Behaviour stuff to the Entity View
FloraGroup cleanup (removed the tinting bools and all related code)
ZoneSeasons sets _Tint color on flora prefabs, not _Color
BeforeEditor tinkering
Fixed Before/SpeedtreeBillboard's scumbag inverted vface causing bad normals
Fixed transmission set to const
Arrow shooting test scene, scripts and asset
-some self-help comments whilst reading up on the decisionmaker code
-removed offending comment
-fixed Shoot function to work (ie. provides correct velocity for the arrow to reach the target.
-added a Shoot2 function, which instead finds the shooting angle from a fixed velocity (ie. fully pulled bow). Doesn't quite work if there are big height differences yet.
Refactoring World and Zone. Made into partials, cleaned up and removed old crap.
Added basic setup for SpawnHandler/Population creation through Zone+Ecology, driven from BiomeSettings
Numerous tweaks to SpawnHandler, SpawnPopulation etc
Added SpawnPopulation settings to Species and Biome
FloraPrefab ditched in favor of new BiomeMaterialObject component, WIP biome material library system
Updated all scenes in line with new Zone component setup
Updated GSD/GDS
Stopped smaller items (stick, rock) being spawned with a rigidbody because suddenly performance death on 5.1.1p3
More tweaks to spawning setup, number of populations added to the handler for each Zone is scaled with the size of the Zone
Some Unit structure tweaks (declaring partial methods in the main class like we do in other partial classes) (TODO: Make this consistent in other code)
Moved all graphics/terrain stuff into the Before namespace. Code consistency and layout cleanup. (sorry andre/diogo :3)
SkyDome prefab tweaks (normal bias sadface)
Better scrollbars in BeforeEditor
Potential fix for SmartObject MRE in Actions (Item.DestroyItem() waits for SmartObject.SubscriptionCount to hit 0)
Resources are destroyed properly when their master item is depleted
Added vertical/horizontal layout switch to EntityViewer window
Numerous tweaks to SpawnHandler/Population and mangement through Zone+Ecology
Added some custom background images for and un-ignored a couple more glypicon images for the editor
Fixed GoTo button in BeforeEditor.DrawAssetEnum()
Improved BeforeEditor DrawAssetViewsManager, cleaned up some crappy code and added prefab previews
Terrain texture cleanup. terrain_grass_highpass.tga has heightmap for blending in alpha channel
BeforeDebug/Entity View window retains selection after player selection is cleared
Enabled rigidbodies on items again