17,530 Commits over 1,614 Days - 0.45cph!
Fixing bugs with unit pathfinding events and SmartObject interaction position/subscription handling
Added OnBehaviourExecuted : UnityEvent<Behaviour>
Removed AssociateWithTribeHub property from BuildingSettingsEditor
Performance UI widget and misc tweaks
VicinityEffect improvements and EffectFX (yes really) groundwork
Fixed crappy pathfinding callback code
Workaround for interaction issue
SmartObject and Subscription twaeks
Disabling subscription validity check in SmartObject.OnSmartBehaviourExecuted for now
More VicinityEffect work, added assets, FX prefab etc
Reduced fire burning effect radius
InteractionPositions now stored on a per-interaction basis on SmartObjectViews
Added SmartObjectViewEditor with handling for new stuff
Added SmartObject.GetInteractionPositionSet(int interaction_id)
Made EntityView abstract
Added SmartObjectView (from which ItemView, BuildingView and ResourceView inherit)
Fixed some issues with Unit death flagging and animator/ragdoll handling
Fixed notifications widget not being registered with the game UI screen
Human male ragdoll tweak
Activity cleanup/notification improvements/cleanup
Agent Behaviour and DM ticks can be independently controlled
Disable Agent Behaviour and DM on Unit death
Building/Resource interactions all use positions
WIP items as tools, lots of editor cleanup and improvement
All Items have DamageStats exposed in editor when they are holdable (in hands)
Added UnitCarryingItemOfType and UnitHoldingItemOfType considerations
Added optional RequiredTool to both ResourceItemSettings and BuildingSettings
Added FindRequiredTool Action
Added UnitCanFindRequiredTool Consideration
Removed Equippable
Add basic Unit.GoTo, used in FindItemOfType
FindRequiredTool uses Unit.GoTo
People will pick up the required tools before harvesting and building when needed
Fixed ACD not initing properly when entity as null
Added resources to spawn debug window
Tweaks
More tool pickup stuff and resource/item value consideration tweaks
MAX_PERCEIVED_SMARTOBJECT_COUNT = 250
Create empty ACD if entity is null in ActionChain constructor
HarvestResourceSettings stores ResourceItemSettings, assigned by Resource during CreateInteractions
Resource.CreateInteraction gives interactions a new HashedId after naming
Removed some redundant/old consideration types (HarvestMachineResource, HarvestBuildingResource, ItemRequiredByTribe, ItemRequiredByMachine, ItemRequiredByBuilding)
TargetRequiredByTribe acts as a generic score for multiple target types (Item and Resource)
Removed ValueOfHarvest consideration
HarvestFood consideration stores a need in settings
TargetRequiredByTribe.ConsiderAsResource also considers machines properly
Entity physics lazy rigidboy property
-debug on harvest materials score
Unit items/attachment cleanup WIP, overload for IsCarryingOfType with out param
UnitCanFindItemOfType consideration tests Unit.IsCarryingItemOfType
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AttachmentPoint now a monobehaviour, removed dummy transforms from human rigs
Added some tools for item attachment config to HumanViewEditor
Fixed UnitView ragdoll rb list init
Removed Burning VE from campfire
Fire FX tweaks
Added end trigger and stat mods to Freezing effect
Commented out unity analytics
Commented out Google Analytics.
Added generic pick up score DSE
Added atmospheric music 14
Renamed all the music to match tags from google drive
SteamManager + MusicManager stuff