17,530 Commits over 1,614 Days - 0.45cph!
Unit+Flags partial
Renamed Unit+Sound to Unit+Emotes
Added EmoteSettings
AudioManager/states/source types tinkering
Added StatCollections tab to BeforeEditor
Added PersonalitySettings DataAsset
Removed StatModifiers from StatCollectionSettings
Commented out shitty StatCollectionSettingsEditor code
Unignored an icon for editor
Moved some scripts
Added Scion PP back to the project (not on camera prefab yet)
Units are assigned a random PersonalitySettings on Create
Added PersonalityConsideration, UnitPersonalityConsideration (target match or compatability and contextual match respectively)
Changed AttributeTypes enum to None, Physical, Mental
Added some Mental Attributes
Added some Personality data
Added Unit+Personality
Cleaned up SpeciesSettings.Create / Unit.Initialize a little so we dont have to set age and gender before init
Human IsSelectable if Tribe == PlayerTribe
Units now consider target unit personality compatability in the Form Breeding Group DSE
Added Scion PP back on to the player camera
Replaced crappy EnumMaskDrawer with Andre's super simple alternative (fixes conflict with Scion editor scripts)
Debug view tweaks
Fixed Dead flag not being applied by Death effect
EntityViewEditor and derived tweaks, added editors for additional EntityView types
Added Interaction Positions to Berry Bush
Added google analytics
Applied analytics event to Agent+Behaviour's AddBehaviour.
Added Agents tab to debug window
Fixed some bad StatModifier refs
Dead Units return in tick and update
Destroy Unit's Agent on death
Fixed some issues with Agent/Group/BehaviourGroup disbanding, destruction and tick conditions
Fixed code line in Analytics that CustomEvent actually works.
-new camera test:
ctrl - to get your cursor back
mmb / alt - orbit around the point
space+lmb - drag view around
and the rest is the same :)
Merge from DM Generalization branch.
Player prefab update to fix issues from merges
Remade deer ragdoll, updated prefabs
Remade deer sans ragdoll until I fix all the craziness. SetAnimatorParameter returns early if Unit.AnimatorEnabled is false (prevents warning spam killing performance too)
triggerDeath no longer defaulted in DeerController
Subtractive merge cs2039 (camera v3)
-some more profiler samples
-reinstated CurrDistance to draw shadows.
-hackily removed world cursor to get a feel for the camera without it.
-reverted previous commit
-merged
some camera tweaks and cleanup, made cursor a widget, added widgets list to UIMangaer (TODO: tick all widgets from the manager instead of screens?)
subtractive to try and fix shit refs
Moved SetDirty to BeforeInspector
switched to visible metas, fixed null object ref in freezing effect
Removed crappy UnitFlagConditionSettingsEditor, renamed IsActive to HasFlag in UnitFlagConditionSettings
Asset save
Fixed unit info widget and some general UIWidget display issues
TOD + camera tweaks
Fixed UIWidget.Deactivate doing shit when the widget is active
Added CameraTarget component and some basic handling for target modes, currently using a placeholder gizmo when the camera is orbiting
Human male updated + crappy hunger + tired emote anims
Catching a null thingie that happened once during testing.
PlayerCameraEffects dynamic shadow distance tweaks for readability
Exposed some vars as ShowOnly in PlayerCamera
camera tweaks (no more cursor zoom)
added Cliffside topo
Scene prefabs. TOD XML. But not player(camera) prefab because we were idiots and collided it.
Added MachnineSettingsEditor : EntityComponentSettingsEditor
Added ContainerSettingsEditor : EntityComponentSettingsEditor
Made ConsumableSettingsEditor inherit EntityComponentSettingsEditor
Minor code consistency refactor in Agent+Need, replaced delegates with Actions#
Disabled reflections in TOD for now
Removed skydome and player prefabs from startup scene, GameManger now loads them in Awake
WIP non functional UnitButtons UIWidget in Game screen
Disabled RMB radial menu via Ground layer interaction
More UI, icons for DataAsset, TribeHub refactor (now TribeStockpile)
BuildMenu UI testing
PlayerController Building placement correctly destroys placement entities
A boatload of UI refactoring
Added new tooltip UIWidget
Fixed NRE in TooltipWidget
removing most LINQ from senses (only using FirstOrDefault on init)
Removing foreach in Unit+Senses
Added SmartObjectCollection (no functionality yet)
UI Font tweaks