17,530 Commits over 1,614 Days - 0.45cph!
mammoth run improvement
made ik kind of work but still broken :( moved debug lines to checkbox
Zone is no longer a Manager
Removed UIModal
Removed AbilityManager, now handled by AIManager
Removed TriggerManager, EffectManager ported functionality to AIManager
Removed BiomeManager and ported functionality to WorldManager
Renamed startup_scene to main
Tweaks
UI tinkering, prep for crafting radial, WIP player interface for Unit/Agent desires
Misc stuff, started on drawable unit movement paths but cockblocked by Unity
Spawner stuff, Zone+Ecology runs all spawners in children
Added UnitSensor EC
GroupSettings.Create fix
DispenserEntityWrapper inherits DataParameters
Ported most resource stuff to dispenser
Split UDM.FilterBehaviourTargets up into two methods for clarity
EntitySettings component validation cleanup
ResourceSettings validation forces Dispenser component to be enabled
CraftItem Action has three modes/data source options, DesireCondition, Intention and ActionChainData
Intention plumbing in BehaviourChain
PlayerTaskManager was on the globals object and the Player, whoops.
Unit combat effect fix
TribeStartArea.Populate positions fix
Movement effects tweaks, should result in more reasonable Stamina sim
Simplified ui test scene.
GUI moved to a seperate scene
Removed Personality, because Traits
Entity's no longer store lists of some components, everything is singular
Zones are no longer parented to the World transform, because Unity scene management is nice now
Don't load the GUI scene if it's already loaded in the editor
Fixed tribe creation hookups
Hide the pubic bush when we put trousers on
Resharper templates
animal dens
boar update
warthog in boar rig(needs to be setup as seprate animal)
sabertooth has less polygons
removed sneak end time to stop looping/stutter and added warthog as seperate unit(needs to be split into seperate fbx soon)
Tried to make an audio component, but it doesn't work yet :(
Audio component now actually works, and I also actually included the new files this time around.
Fixed a part of Unit.cs somehow being set to the previous version and causing an error.
Let's just try casting an entity/unit component once per entity/unit.
Some more work on Confidence in Decision, started working in bookkeeping of cancellation history for goal/goalplans.
Unit view audio settings on prefab
Rename in StatMeasurementTriggerSettings
Made EntitySettings.OnEnable virtual
Unit.Audio overrides base methods
When we explicitly set the value of an entity/unit component, make sure it's checked to true, that we don't try to look it up on get.
Ported Unit+Morphs to a component
Fixed components not being stored properly (ended up being null) due to lack of reference on injection.