17,530 Commits over 1,614 Days - 0.45cph!
unit desintation debug gizmos
Conventions, code consistency, etc pass on Stats (sorry ptrefall)
-can specify percentual offset to randomize decisions, in AgentSettings (ie. if the best and others are within x*0.01 of each other, one is picked at random)
-new 'go to unit' idle interaction (works, but currently doesn't work due, I think, to Response from DSE curves returning odd values, comes with a new dse, consideration type + asset.
-shortcut to open the 'debug' menu : ctrl+alt+d (first time around it opens quickbrush, for some reason, but from there on it works)
-multimerge
-removed possibly dodgy linq in consideration
-cleaned up using resharper standards
More data driving of Unit, namely Senses and Pathfinding (Navmesh Agent) settings
Added CraftItem Action
Added CraftIntention Intention
Added CraftItem Ability
Added cached TOD_Time to World singleton (World.Instance.Time)
Human IK fiddling
Refactored BeforeEditor to handle asset lists in a sensible, not so stupid noob way
Added BehaviourPlanSettingsEditor
Removed all BeforeEditorTab derived classes
Added custom Editor type BeforeInspector
Added BeforeInspector CustomEditors for all data types
Removed the use of StatType enum for identification, now only using Settings' hashed id.
Refactoring InfluenceQuery a little. Fixed NRE in FindInfluence
If Intention is passed as null in ActionChain's constructor, assign new NullIntetion() to avoid having to null check in Action constructors
More BeforeInspector fixes and refactoring
Made AgentSettings abstract, derived IndividualAgentSettings and GroupAgentSettings
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StatName returns formatted asset name or override (should be moved to base ScriptableObjectExt
Renamed ScriptableObjectExt to DataAsset
AssetName property + NameOverride field in DataAsset
Fixed NRE on AgentSettingsEditor
AgentSettings store InteractionSettingsWrapper for IdleBehaviours
DM Cleanup to deal with BehaviourPlan in place of Interaction or Ability specifically
Idle Behaviours now use Ability
Organising scenes a bit, only scenes in /Scenes/Game Build will get added to build settings and the game_scenes config file
updated candelight
dynamic DOF testing
updated Scion PP (complete with shitty editor conflict)
Boilerplate CreateUnit Action
SpeciesSettings.Create cleanup, overloaded methods take Gender and Age as well as primary Group
-basic skeleton for Unit+Family
-merge
-basic 'IsRelatedTo' function and helper 'AllDirectRelatives' property
Abilities, Actions and Effects related to breeding
Consideration refactor, now stores Settings in the same manner as Action
Added IConsideration
UnitGenderConsideration
SuitableMateConsideration
ConsiderationSettingsEditor improvements (I swear I already done did this...)
Added DecisionMaker SetUpAbilityDecisions
Unit+Senses sends known units to Agent.DecisionMaker
hopefully fixing NRE in GetBonusFactor
Breeding grroup tweaking, (it doesnt work yet)
Agent+DecisionMaker correctly passes target Entiy when creating a SmartBehaviour from an Ability
Added BehaviourGroupAgentSettings
Added BehaviourGroup
Added check for effect stackability in Agent.AddEffect
Added Agent+Groups, methods for joning and leaving groups and a refernce to the current overriding BehaviourGroup
Added PassedOut Effect
Added CreateGroup rn CreateBehaviourGroup
Added BehaviourGroupAgentSettings
Various tweaks and improvements around groups and breeding
Children can longer have beards
Children can no longer breed with Adults
Fixed : Men will no longer invite women to their breeding group when they are already pregnant
Added : Gender and Age selection on the debug spawner
Women will no longer try to make babies when they are pregnant
better asset path lookup in BeforeEditorTab