17,530 Commits over 1,614 Days - 0.45cph!
Biome editor material library improvements.
Enabled TOD Scattering on player camera prefab again (whoops)
GrassSpawn/DecorSpawn Biome integration
Temperate biome tweaks and some manual (ew) foliage material fixes.
Basic prefab caching for DecorSpawn
FoliageTools cleanup and fixes for duplicat material creation
Views can be updated automagically from their source assets in BoforeEditor
Special handling for Unit and Building view updating in Before Editor
UpdateViewFromSourcePrefab fixes
Added BeforeAnimal shader with RGBA vertex color tinting
MeshColliders on source assets used in view creation are automatically set to convex
Imported 10 new/updated music files from Jenny
Music is now arranged and played together regardless of Season (for now)
Updated wolf, deer, bear and mammoth to use vertex colors for tinting as per new shader
Fixed issue with view creation not adding the correct view component type
Updated resharper settings to ignore some things
Hunger step value is -1 for testing, but the Starving Effect isn't triggering/being applied (bug cc ptrefall if you have time to look at it tonight :3)
Stop certain materials being tinted in the biome library (name filter)
Some itemview attachment tweaks
Better handling of entity destruction (GameManager does it)
Fixed effects not applying "bug" (Action.Start() was returning if SmartObject property was null, falsly assuming that all Actions required an SO.. my fault!)
Fix compile error because UnityEditor directive in GameManager (ty resharper)
Removed some kinda pointless special handling for quitting the game in the editor.
Big chunk of editor cleanup and refactoring mostly around asset list generaton, tab refresh and creation
Material organisation in Resources
Overriding the type passed to CreateAsset in in tabs that work with abstract data types (condition, trigger, consideration etc)
Added HasAttribute Condition
Added EnvironmentalModifier Effect
WIP Trigger/Condition refactor, effects not working currently but game still functions
Triggers created at runtime add themselves to TriggerManager for evaluation.
Tweaks
Fixed a bug with calculating the percentage of how completed a building is (with respect to requirements). Related to issue #99681576
Ripping out "Controller Interactions" related code, and all interactions generated at runtime by containers
Added AddInputToMachine Interaciton and DSE
First step towards the introduction of Intention.
Set up so that PlayerController can inject specific Intentions for SO subscriptions.
Renamed IIntention interface to Intention.
Added DepositItemIntention.
Updated all Action constructors to accept Interaction.
DepositItem action will now use the DepositItemIntention data when running, if it's available. Otherwise it falls back to old ways...
Deleting conditions
Fixing resharper
Added MeasurementType to MeasurementParamters
Lots of editor cleanup, tweaks and improvements
Lots of tweaks around effects mostly
Missed adds
Also in last commit : added AttributeModifier and calculation using them to Attribute
Added Toggle UI button (F10)
Added Toggle Free Camera button and hacky free camera implementation (F11)
Some workarounds with IEntityContainer to get deposits working for Machine again...
Tweaking MachineProcessEffect
AttributeModifier tinkering
Removing old step modifer code from Attribute
Refactoring Entity/EntityComponent handling a bit.
Building and Machine now automatically create add a Container EC if one is not present
Remove IEntityContainer
Building and Machine both subscibe to a single Container EC for their own entity/item handling logic (depositing, adding machine input etc)
Added ModifyAttributeParameters to "inline" creation of ModifyAttribute Actions in the editor
Added MachineCanProcessItem consideration
NeedManager and EffectManager instantiate assets on awake
Editor things
Cleanup/class splitup of ConsumableEffect
-should have fixed double tribe spawning (SpawnHandler wasn't checking for 'IsRepeating')
Effeeeeeeeeeeeeeeeeeeeeeeeects
-new influence maps and InfiniteInfluenceMap.Query object
-brought humans back to old values (also incidentally testing political propaganda on cavemen)
island 002 tinkering
species spawn numbers tweaks
added rocks spawn
-threat and safety map currently created and updated in their thread
WIP sleeping stuff, bugged and hacky but amusing
Added ExitActionChain to EffectSettings, an optional chain that gets created and fired when RemoveEffect is called on the Agent
Refactored SetAnimatorTrigger to SetAnimatorParamater
Editor improvements to better display action chains and paramater based modifiers together