17,530 Commits over 1,614 Days - 0.45cph!
TOD_Sampler uses MaterialPropertyBlock, must be added per object rather than refering mateirals
UnitPortaitManager profiler hooks
Fixed CameraParticleFX.Enable being called every frame by WorldManager+Weather
Fixed a bug in WorldManager.ChangeWeather that cause it to return early and not change audio or invoke weather events
I may not have checked this in....
Added influence map data to all units.
Influence Map viewer now allows you to select the group being viewed.
AI Module weight adjustments for all units
Refactored some grid stuff and added heat and grass influence maps
Cleaned up Agent.TrySetCurrentGoalPlanVariant and made sure player goals are always respected
stab and stone sfx added to anims
Stats and Effects component types renamed for consistency (dropped the Components suffix)
Reimported stats data
skinning sfx added to anim
Added influence map settings to Fuel To Effect machine process.
Influence Maps now use a more generic approach
Agent and DecisionMaker cleanup, added DecisionMakerTypes, renamed old enum to DecisionMakerClasses
Moved influence map debugging update routine to DebugToolsObject and made it listen to the IM component manager event rather than updating every frame
Building placement no longer creates an actual Entity
Renamed DecisionMakerTypes -> DecisionMakerClass
IM debug tweaks, moved DM types enum to file
Fixed some player controll building placement issues
Hopefully fixed Influence Map projector not correctly showing different sized grids
Started attempt at grabbing grass data for grass grid.
DecisionMakerTypes integrated through game systems data and editor
Started cleaning up various AI modules (building, crafting, shelter)
Added Common Movement AI module on secondary DM and GPV slot
Added human item management module on secondary DM
Fixed issues with building placement views not grabbing biome library materials
AI tweaks, building placement state fix
Actions.PickUpItem creates a fulfilled desire for all items, not just player commanded behaviours
Fulfilled desires also drain momentum, but at a slower rate (25%)
Whoops forgot to save a script
AI designer and debugger updates, debug tools F2 to open selected entity in AI debugger
Fixed "Open in AI Designer" button not actually initializing the designer properly
Added TerrainBlendExt soft-blend toggle
AI Debugger now shows a logging column for each DM
AI Debugger design and layout
Minor AI debugger tweaks
Added IsHeldItem Condition
Tweaked ConsiderationSettings/Editor to ensure that the animation curve always gets updated editor side, but never when called by AI code
Added GroupDesireConsideration
Fixed buildings spawned with debug tools not being finished
DebugToolsObject moved to editor folder