17,530 Commits over 1,614 Days - 0.45cph!
Added Unit+Sound with PlaySound method (takes a sound type enum param)
SpeciesSettings now runs LoadUnitSounds from OnEnable, and stores sounds in a dict (gender as the key). Added FindUnitSound method to retrieve sound using ender and sound type as above.
Units now play sounds when seleced, deslected and given orders/succesfully subscribed to an SO by the player
Rain FX remake. (Only calibrated for night atm)
Fixed splat tints not updating on terrain => added TerrainBlendExt.UpdateMaterialParams() to SetSeason
Updated SE plugins
Fixed UI not blocking raycasts
RMB cancels building placement
Fixed building rotation not aligning to ground normal
Added optional Snow Accum Offset; toggable via "EnableAccumOffset" in TerrainWeatherExtension
Attribute.Simulate() now calculates the step value when playing in Editor
More normal map bake hacks
SpawnPopulation editor and weighted randomisation
Added some placeholder female sounds
Island002 tinkering + navmesh
Added support for picking up items into a carried container. Containers have a max weight and max volume, used to determine what can be deposited into them.
Added Volume and Weight properties to ItemSettings
Added Hand Basket (carryable container)
Added two new carry/holding anim poses
Updated Human View prefabs (exposing RigHead xform)
BeforeEditor tinkering
Added Unit.Noise float property, set to 1 when playing sounds
Before Editor tool bar + back/forwards buttons and history
BeforeEditor history fixes
added biome_test scene
fixed issue with WaitForClipFinished in Unit+Sound
some hacks and workarounds in world and zone to allow scenes with multiple zones to load properly
Properly cleaned out "incentive" and replaced with better interaction handling.
Decisions for current and last tick is now cached. And rather than instanciating new decisions, when there's room the content of a decision is just replaced with new data to reduce the number of "new" calls each decision tick.
Animal DM, assigned to all animal agents
Added a test in CanAttach that says IsAttackmentPointValid, rather than to expect any dictionary lookup will result in a valid value.
A few tweaks to Maslow levels for Interaction + tweaked so distance yield less score.
Split BeforeEditor in partials and improved tab handling
BeforeEditor DM data assets tweaks
Added BeforeDebug window, with basic unit attribute display for now
Fixed so we can change DecisionMakerSetting TickRate at runtime.
Entity debugger tweaks, displaying Agent.DecisionMaker.CurrentDecisions list
- BeforeDebug now prints out Decision Score as well.
- Decision now sets TimeNow when we reuse an old instance to set new data.
- Twealed down Maslow Type bonus massively, to make results more readable.
Player Controller can now set the initial momentum on subscription to a smart object.
Momentum now diminish per tick based on a Drain Rate, rather than a Drain Time... meaning that higher starting momentum will result in longer drain time (when drain rate stays constant).
Decision Context now knows whether Myself is a Unit or not.
- Added a consideration IsItemHeld.
- Added the DSE Drop Item
- Added a comment text area to DSEs. The intention of the consideration list can be hard to desipher without a text to guide it.
- Misc...
Misc tweaks related to DM.
- The evaluation of picking something up now considers whether we're already holding it.
- An interaction can now be flagged such that it will be ignored for decision making. Both at runtime and in data.
Added SetKnownSmartObjects(IEnumerable<SmartObject> smart_objects) to DecisionMaker
Data Editor/Entity View tweaks and improvements
Added name override for interactions, exposed InteractionName property which returns either the name override or a formatted asset name
Interactions shown in the radial menu now read better (showing item name, etc)
Merged from ZoneResources
unitmanger/senses style and layout cleanup
SetupAwarenessSphere() head finding replaced with Linq
DM only considers enabled SO Interactions