19,298 Commits over 1,614 Days - 0.50cph!
-merge with 'tribe_tracking_items'
-tribe now ticks
-tribe checks for items and their quantities amongst all known items, making a list of currently known eligible ItemSettings and their numbers
-CanFindOrCraftTool now checks whether tool is being carried by unit.
Replaced atmospheric music 19
doh- forgot to press save in unity
- Unit+Knowledge CraftDesire basics
- Added HasCraftDesiresCondition
- Top level goals skeleton WIP
- Fixed NRE in GoalSettingsEditor
- Added InviteToBreedingGroup Ability/DSE etc
-fixed mmb panning in DataVis
Goals asset listing tweak
Updated some ConditionType and DecisionLayer properties
Fixed DSE Condition/Consideration drawers not applying their filter func on asset query
Data vis layout fuckery, collapsable nodes
Made data node collpase button not shit
Node collapse hides siblings
- Split DataParameters class to its own file,
- Added EffectName field to EffectParameters
Asset save, effect names etc
Added MachineSetingsEditor
EffectSettings.OnTriggerStart uses correct agent.AddEffect overload
BehaviourChain.CreateInteractionBehaviour NRE catch, need to look at why target entity can end up nulled, probably related to issues with SmartObject subscription/reservation
-fixed up freezing effect not triggering
-a DSE empty of conditions/considerations now returns 0
-and a merge
Reverted DecisionScoreEvaluator change
latest bear anims, walk is better but run is a too goofy still. Mesh is updated but still needs work espically including skinning
Added EditorGUILayout.HelpBox custom... help box
Added "empty" DSE error display in DecisionPlanParametersDrawer
Added Empty DSE error box on Goal/GoalPan/BehaviourPlan Settings Data Node inspectors
Un-reverted maurizo's DSE change, DSE now returns 0 when "empty" (having neither Coditions nor Considerations)
Data updates
Added UnitCanFindEntityCondition, a multi-functional filter based knowledge lookup Condition which should cover most use cases
Added DecisionPlan.OverrideParameters, for overriding parameters! :o
Added various Can Find conditions
Numerous other tweaks
Added UnitIsCarryingItemCondition
Stat+Blockable stores StackBlocker, not StatBlockerParameters
Cleaned up CanFindOrCraftToolCondition and IsCarryingRequiredToolCondition
Accounted for DecisionPlan.OverrideParameters in GetBonusFactor in DM, and in the ScoreForDecisionMaking acessor
Data work
Fixed AbilitySettings.BehaviourPlanType not returning Ability as it should have
Unity 5.3.1
Fixed DataNode layout issues
ActionChain refactoring, removed ActionChainData, updated all Actions
Broke things
Added Condition failure debug in DecisionScoreEvaluator
Starving Effect draing health again
Re-organised Conditions script folders into Agent types/generic
Added some Goup Agent specific Conditions (member count)
Added generic EntityCondition type, Added CanFindSuitableAnimal, CanFindWeapon
Added AttackEntity action which updates an Effect template with a new modifier value based on the Attack Power stat, feels like a hack though
Added Unit+Combat partial, doesnt do anything yet (besides store some EffectParameters)
Wolfs should now kill deer and eat the meat. _should_ :3
Small test of Unity's test framework
Dropped StatValueChanged and TimeStatModifier into their own files
DecisionMaker.IsEnabled handling
Removed overridingActionChain from SmartObject
Removed forgetIfInterrupted too
Added CombatEffectParamaters
Reorganised Stat script files as bit, split some nested classes out
CraftDesire tweaks
Improved Group.CanFindSmartObjects with optional required match count param