19,298 Commits over 1,614 Days - 0.50cph!
-made influence consideration more reasonable (ie. 0 influence safety = middle of the curve, -1 safety = 0, 1 safety = 1)
Wolf prefab affector and rename
Fixed asset create not working for some data types
BeforeDebug work
Rename before debug folder
Nuking and moving some editor utils
Fixed bug with species creation where unit prefab wouldnt get assigned
Stopped HumanEditor showing handles outside of playmode (caused errors)
-not quite working implementation of a InfMap consideration.
Shifted the Influence At Point Consideration to its proper folder, and created a Unit.Any.ConsiderSafety consideration asset.
Fixed so that InfluenceAtPointConsideration Score returns the Score and not the Response.
Added the new Consideration to DSE for adding wood to the fire and harvesting resources.
Expanding BeforeDebug a bit, all species can now be spawned in-game from the spawning tab.
A little InflueceMap.cs cleanup (redudant field initializers)
Entity now stores WeightedObject instead of EntityView for view prefabs
Fixes and tweaks after weighted object change
Added InfluenceMapEffectorEditor
Assigned anim controllers on all view prefabs
Added toggle for IME gizmos
-checking in yesterday's temporary considerations.
Deleting UnityVS on the repo
Species view creation automatically sets animator properties, including assigning a controller from the source asset directory if one exists
Some tweaks to influence maps + added a slight hacky debug gizmo for influence per target (see Smart Object for DrawInfluence).
Tweaked the gizmo drawing of influence response a bit to display only for selected units.
-added a ctrl+alt+b shortcut to open the data editor.
Some tweaks to IM stuffs.
Better debugging of smartobject influence response. Each smartobject will now on OnDrawGizmos query the threat influence at their point.
Cavemen should probably not be considered a threat in the context of the SO gizmos.
Fixed BeforeEditorTab.CreateTypeGroups not working
-renamed namespace of InfiniteInfluenceMap
Added SelfType and TargetType enums to ConsiderationSettings
Fixed missing directive in InfluenceAtPointConsideration, code consistency pass
Renaming Consideration asset files
Cleaned up entity destruction routines a bit, overriding in Unit to make sure we remove ourselves and our Agent from their respective managers.
InfluenceMapEffector now derived from EntityComponent (TODO : make this configurable in BeforeEditor)
Improved list maintenance in Unit+Senses
Moving towards supporting mask vs mask testing for influence map type masks.
-enum sweetness (looping through elements, vs manual hardcoding)
Fixed misc IM and made it work with mask vs mask.
Generalized InfluenceQuery class.
Cleaned up a little bit in InfluenceQuery.
Minor tweak in InfluenceQuery.
Added a DSE for constructing buildings, that wolves and bears don't rush to your camp to help out...
Added NaturalPredators list (of species) to SpeciesSettings
Added some species sepcific IQ preperation methods to Zone+InfluenceMaps, which prepares queries using the afformentioned species data
Reworked IM a bit, removing the flags type enum
Added BeforeDebugObject component , for deferred (not the rendering type but the english word, yo) gizmo drawing
Derived SpeciesInfluenceMapEffector
Split out IQT and IQCT enums to files
Probably some other stuff I forgot
Player can select any Entity when playing in the editor
Made IM debug gizmos use custom colors (yay transparency)
Fixed some issues we had with new IM. No longer clamps results prematurely, and we now use the SO's position for querying the debug visualization rather than the unit's position.