17,530 Commits over 1,614 Days - 0.45cph!
Merge from effect refactor
Effect/StatMinipulator fixes
this is supposed to have IK on the human feet and rotate the animals on slopes then counter rotate the heads
Disabled effects data validation for the time being
removed can transition to self from some anims
Effects data fixes, ported back actions etc from 4155
First draft of character creation music loop
UnitView formatting/commented out alignment raycast stuff for now
Wrote and ran goal data conversion script
Unit View prefab creation now stores the mesh as as child
AIDesigner nodes now filter their Add goal/plan lists to exclude the current node's data ID
Started introducing ms budget to Entity Manager.
ÀIDesigner tweaks and pre-module commit
Added AIModules, which hold Goals data, AgentParameters now stores a list of AIModules
HumanView no longer initializes MaterialPropertyBlock fields
Adde BasicSurvival module to all Unit data
Fixed cusor import settings
Added music to tribe create
More entity budget tick integration stuffs.
Moved ms budget ticking into Entity Manager without a generic solution to get some more improvements. Changed Entity tick budget to 5 ms.
Ehrm, let's not iterate the list of entities more than once, shall we! Let's not keep "that" hard to the ms budget.
Not 100% sure, but I suppose we should strive to make a complete cycle before we break out pre spending entire ms budget, rather than to break out when we reach the end of the list... hm...
Removed UnityEditor from EntityManager.
Rebaked island01 navmesh, didn't fix anything ;x
Tweak Awake, Alive, Cold and Starving Effects so that people dont die of starvation quite so quickly
Put ticking on a tod seconds pulse, for better time scaling.
Movement drains less staminda, Alive has a stamina gain
sabertooth anims are still shit but at least its not 100% broken
A little UnitView cleanup
WorldManager sets TOD cycle length on init
Options holds cycle length
Lots of effects data balance
Unit+Movement navmesh issue workaround
Fixed a bad profiler hook in Unit+Morphs causing a bunch of overhead
More profiler hook fixes + UnitCollection tweaks
Entity's can spawn without a View
Tweaks, unit prefab audio source setup
UnitComponent implementation, ported Senses, Items, Attachments, Wearables and Aging so far
Renamed EntityPhysicsListener to PhsyicsListener, Added IPhysicsReciever, implemented by components that use triggers (senses so far)
Reduced PlayerCamera min distance to 50 (from 500)
Traits added to BeforeEditor
Added TraitSettingsEditor
File cleanup
Removed old animal shaders, renamed Before/Animal3 to Before/Animal
Agent stores a list of of it's currently active modules, has methods for installing/uninstalling
Goal's optionally store a reference to their source module
Traits now install modules and apply effects
Added Lazy, Strong and Loner traits
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TraitPickerWidget on TribeCreation UI
Added a bunch of placeholder traits + icons
hope fully fixed bug with scaled animals animation speed
added new shader with animal print (should probably be merged later)
sabertooth and mammoth anim tweaks