17,530 Commits over 1,614 Days - 0.45cph!
Killing random loose mats
Rebaked island002/003/greenbox and added TribeSpawn topology areas
Removed "parameter" based creation of triggers, conditions and attribute modifiers
Shifting Before Editor to a better nested/inline editors approach (most Effects will not work for now)
Removing some debug from BeforeEditorLayout, cc maurizio (if it's working, please kill debug logs)
smartobject_test topology fix
Measurement property drawer
Refactor all the editor things
Effects and Needs are not functional, still some cleanup on the Editor side to do before re-making all the tirggers and conditions
Inline asset creation wip
Fixed issue where DepositItem wouldn't be smart enough to realize it shouldn't burn spears as firewood.
ItemHasHolder consideration and more editor fuckery
Units no longer steal fruit from each other
Editor everything
Fixed reorderable lists not deleting elements properly
Attributes are randomised when created
Resources can look differently at food and building resources.
Attributes are randomised in a slightly nicer way
Removed silly tribe hub stuff from Building
Buildings now store ownerGroup as originally intended in settings.Create()!
Made InteractionSettings fields all public to be consistent with other data types, and updated assets (because yay copying fields)
-moved annoying blackout box in scene view, tested around, doesn't seem to cause harm.
Added LookAt Action
Added GoToRandomInRadius Action
Added UnitFlag Trigger
Added UnitHasFlag Consideration
Added Sleep Here Interaction
Added Stand Near Interaction
Added InteractionsOnFinished to BuildingSettings
Added Sleep Effect
Moved HumanView+IK to Unit+IK
Fixed curve recalulation in considerations editor not working (TODO write a custom editor for the type)
Fixed GoToRandomInRadius not passing itself to the pathfinder for callback
Stop DM considering stand near for now
Cleanup Unit+Items, PickUpItem, Container
EntitySettings derives from ScriptableObjectExt
Fixed bug with units picking up stuff that they shouldn't. Bug was caused by bad decision context caching that was never reset when rotated.
Cleaned up some debug comments while bug tracking.
Inconsistent line endings.
Moved caching of target components in DecisionContext to reduce GetComponent calls, alternative caching of ECs in Entity (no list lookup)
Momentum tweaking to see what difference it makes
Cleaned up some interacations and considerations. Momentum settings was weird and bool response curves should never use the animation curve.
Removed TOD Seconds related stuff from AgentManager
Moved smartobject interaction handling out of entity and into smartobject
profiler samples in agent manager
island002 topo remake, decor spawn tweaks
better material mat obj component checks/handling, also automatically added to prefabs in SPM processing util
Some cleanup in Entity + more Entity caching.
Decision Context Myself and Target are both an Entity now, which makes accessing types a lot easier.
Expanded Entity with the EntityComponents partial, to further simplify Entity.
Started on a generic TryAdd(Entity entity) function for Entity and EntityComponents, that is there to give a more generic interface for DepositItem and other such endeavors.
Replaced "Not Holding/Being Held" with Can Pick Up consideration
AgentManager back to ticking every 5 TOD seconds because effects and attribute steps were borked
Exposed Agent's SmartBehaviourStack for debug
Draw Gizmo lines for the top 6 behaviors in the stack (because I ran out of colors)
Fixed duplicate Bear threat in Deer settings.
BeforeDebugObject improvements
Testing a max subscription cap in Agent+DecisionMaker
store DM score in SmartBehaviour
pass dm score correctly in SB constructor overload
Effects debug basic readout