17,530 Commits over 1,614 Days - 0.45cph!
BeforeParticleLitAlphaBlend target 3.0
Fixed camera sometimes having incorrect tilt values when zooming out.
Fixed Units not actually being in the unit list.
Fixed player craft desires being wiped just after creation.
Removed AIDesignerData asset, now all AI module node graph data is stored on the module itself
Removing UnityEditor directive in AIModuleSettings
Added / modified some selectors and conditions to ensure units equip weapons before going to attack.
Units now drop items in order to equip weapons
Merge from shelve
BC Selectors stored in AI database (now resuable), lots of schema changes
Fixed issues in the AI Designer caused by re-ordering BehaviourChain elements
Fixed NRE in ConditionSettings.GetUsageCount
AI database validation and sorting/find unused tool in editor
Removed a bunch of unused database entries
First draft of Trait Discovery
Added PlayerProgression component and UI Widget
Tweaks to traits data and handking
Traits component adds 3 random traits to all units on init for testing
Fixed missing exit transition on HumanController.Emotes state
Fixed units creating invalid desires when hungry
Fixed NRE in CombatAbilitySelectorSettings (not all Units have an Items component!)
Fixed most if not all missing refernces to old default UI icon that somehow got fucked by a merge
Expose all behaviour to the player via the UnitBehaviourWidget (no more exposure flag checks, for now)
Improved UnitBehaviourWidget cancel behaviour logic, fixed potential index out of range exception in BehaviourChain.OnBehaviourCompleted
Animation.ResetAnimatorParameters is less stupid, bool and trigger params are cached in their own arrays
stopped human exhausted walk being so slow and made exhausted idle play/loop
also added stabiliseTorso bool to be used with upper body animation
Unit commands modals disabled button state and animation tinkering
Trait descriptions in discovery UI
first pass at a proper setup for combat on torso mask mixed & locomotion animations
Refactoring and improvemnts to UI widgets that deal with CommandButtons.
RadialMenuWidget and UnitCommandsWIdget use pooling instead of crappy old create/destroy of prefabs.
RadialMenuWidget button handling re-worked and made cleaner/more consistent with other widgets
RadialMenuWidget has it's own label/tooltip rather than using the main UI tooltip widget
TooltipElement can optionally override it's target TooltipWidget
Sense profile hooks
Removed equality members from perception data types since they were redundant (correct me if I'm wrong)
Removed coroutine from MusicManager
Tweaked PlayerCamera tilt settings
More profiler hooks
MusicManger tinkering
Merged from Behaviour Slot branch.
Added GoalPlanVariantSlotType to EnumArrays
Removed NextGPV concept
UnitManager no longer holds a list of Units, instead uses the EntityManager list
Moved AI goal completion event stuff out of EntityManager into AIManager
DataEditor perf opt/tweaks
Senses no longer kicks of UnitCollection management by default (option in data)
UnitCollection no longer creates a sensor
added sidestep and backpedal for human walk locomotin state and cleaned up the look at code a bit
Get fucked, foreach
Profile hooks
Don't init SteamManager in debug mode (for local builds without steam)
Fixed bad profiler sample in Entity.GetEntityComponent
GPV slots/agent slot handling doesnt use a dictionary
Fixed by unit flag check in Senses, more hooks
Action.WaitForUnitFlagChange just does a flag check in RunImplementation rather than using a state+event callback
Removed InfluenceMaps from the codebase
Unit tracker portraits only updated on demand
Random FlockDriver cleanup
Removed a transform null check in CombatAbilitySelector which shouldnt be needed
AIDebugger shows all GPV slots
Cleaning up GPV slot events
UnitBehaviourWidget only listens to primary GPV slot events
InteractionTriggerSettings and PlayerProgression listen to a top level Agent event that is slot-agnostic
Removed obselete Agent.SmartSubscription property
Tribe tracker portraits grabbed when tracker becomes visible
Animation component perf test (don't check whether animator has the param before setting...)
Player created desire state trickles down properly to item desires for crafting ingredients