17,530 Commits over 1,614 Days - 0.45cph!
started adding stat comparison with group.
fixed exponential curve calculation.
Fixed Inverse Exponential function of Response Curve.
revert this shader because I accidently checked in a broken version
Fixed NRE in SmartObject.CreateInteractionPositions, spits warnings when an interaction ref is null, also does the same in BaseEntitySettings.OnValidate
started persistence cleanup
base setup of sessions (integration with game manager pending)
latest amplify shader editor
Commenting out steamworks init because we dont really need it right now
Removed maxNumberOfSamplesPerFrame set in GameManager since it's obselete in 5.5
trying to make deer show how many bits of meat are left on them
meta file changes for some ase samples
Removed last pieces of GameSaveData namespace from our code.
Removed GameSaveData dlls and the ProtoLoader interface that accessed them.
Removed ExternalAssets folder, which contained the projects for GameSaveData.
some kind of attempt at code to make the corpse meat chunks dissapear when used
Home & Rally buttons added to UI
Before/UI Mask ported to ASE
Added role gain to some cooking interactions for testing purposes
Added support for Seasonal sleep patterns
Moved some navigation related settings to NavigationParameters
Rally/Home icons
animal data; sleep patterns, diet, gestation
fixed time range overflowing
GoalSettings holds GoalRoleParameters
WIP Seasonal dietry stuff
AssetListDrawer can now optioinal show object element types as an AssetMenu
RoleDefinition holds a set of ScoreConditions for evaluation during role score comparison
Added RoleDefinitionEditor
animal data; sleep patterns, diet, gestation
initial goal level role scoring implementation
Added ConditionUtility with Evaluate extension method for lists of ConditionSettingsWrapper, updated applicable usages
UnitViewUtility adds a NavMeshAgent to newly created views
Breed request is player exposed, condition tweaks to support that.
Fixed Berry Bush IPS data warning
Profiling formatting crap, minor refactoring
GPV completion now adds role weight
BaseBehaviourPlanSettings has RoleParameters for player exposed/commanded behaviours
GameConfig WIP
RoleParameters exposed in behaviour editors
Player commanded GPVs should now apply role weight correctly.
player commanded role weight fix
Merge from manager_refactor
People now wait for corpses to cook and remove them from the fire