17,530 Commits over 1,614 Days - 0.45cph!
missing from last checkin
Updated ASE to 1.1.0 dev 002
Replaced PlayerCommandTypes enum with PlayerCommandDefinition asset type, commands UI pulls from these assets so its easier to maintain
Added Mine and Chop jobs, updated all resource entities with correct job and command types
A little database attribute prep/experiment
Suppressed "Go To Sleep" command while a unit is asleep
Exposed "Wake Up" command to player while a unit is asleep
Fixed EntityManager throwing an exception on boot
Added a check in RemoveFlag on HumanView to toggle isSleeping on the animator (trying to catch isSleeping animator bool being left on)
Effect icons in the detail view screen are now the same as the HUD widget
set materials back to speed tree
small change to where (moveStateLerped != moveState) is so will stop units from running really slowly
Updated ASE to latest version with shader instancing toggle
Disabled batching on before/foliage shader + enabled instancing
Activated instancing on tree trunk and leaves material
Renamed Color to Main Color on before/foliage shader due to runtime errors
Zone+Weather sets shader global "global_Wind" in Update
Biome material library editor improvements
Replaced pines with new asset, Tree component etc
Fixed bad material call in Tree
Tree component destroys the parent resource entity when felled (after impact)
Tree component drives "extra wind" for felling trees
BeforeFoliage shader uses global wind vector, exposes extra wind vector, uses Vector4 (needs more tinkering from someone with a brain)
tree deform should mostly work, still room for lots of polish
Added ActivityTypeDefinitionEditor, shows keywords
Fixed badly named ActivityKeyword interface
Improved Acitivty Notifications UI widget
Cleaned up use of Unit.IsInView extension method in some UI widgets (enemy overlay, conversations)
Moved some DSE/Considerations editor stuff around
Fixed Conversations.GetTopics always returning false
People should now go to sleep when they have low energy, even during the day
Smaller InView gizmos
Removing some debug bits
the total for each sense now doesn't account for friendly units in order to stop people from waking up their fellow tribesmen until a more detailed solution has been found
Fixed ActivityNotificationElement button click NRE and not resetting .enabled
Fixed radial displaying two sets of conversation topic options (needs collating into radial levels/nested options)
Updated FacepPunch Unity bits, nuked old report window
Fixed DSE editor not showing considerations after a null element and preventing removal of the element
Removed null bonus from Goal.MakeFire
Adjusted stone club attachment offset data
Fixed UnitAttachments runtime adjustment not accounting for missing offset data for the active attachment role
rebaked vertex colours for small pine tree
Small hut sleep positions
rebaked tree to stop end wobbling
Exposed Agent+Behaviour GPV slots via dictionary, replacing old lookup methods.
Fixed AI designer sidebar scrollbar overlap
Navigation debug display
Tall pines spawn population fix (entity, not prefab!)
trying to make trees do something nice when they hit the ground and also stop the trunk from animating when cut down
Added TreeModel helper monobehaviour for asset setup
added default animation to tree so shaking blends out to
set wind on tree materials to 1
"NEXT-GEN EMERGENT PROCEDURAL TREE WOBBLES" 5/7 - IGN
Fixed bad activity calls in Effects
Lets not cache DataAsset name properties in OnEnable
Wobbleslerping timber feller
https://www.youtube.com/watch?v=IfeyUGZt8nk
Compiling is fun, let's do that