17,530 Commits over 1,614 Days - 0.45cph!
Added ActionChain.Break method and OnChainBreak event
Remove commented out DSE con line from BeforeEditor+Assets
removed asset db refresh call in BE load assets to see if it makes everything ok
Added EntitySpawner for hand placing spawns in scenes
UnitManager loads assets on Awake
Zone will find EntitySpawners and call Spawn on init
Human anim/controller changes wip
-tiger tiger crafting bright (more crafting WIP)
Added GenericPickupDSE field as default ref on ItemSettings
ItemManager now stores the generic pickup DSE and default pickup interaction refs for scoring lists of items conveniently
ItemManager.ScoreGenericPickupDSE accepts overrides for decision context weight and DSE score bonus
-CraftItem now works with or without CraftIntention
-ActionChainData can store an 'ItemToCraftId'
Some FindItemGeneric cleanup
Assign required_item_id in FindItemGeneric before scoring craftablity (when not looking for a tool)
Unit.Goto if FindItemGeneric is picking up an existing item
Reverted back to passing NullIntention for CraftItem when called in FindItemGeneric
Crafting things, all the things
FindItemGeneric will check carried items when finding using an ItemType
Don't log DSE debug unless Application.isEditor
Made FindItem super super super generic. Nuked a load of old item related actions
Added ActionChainCraft.CraftingData class
FindItem should now fetch items it finds correctly...
break the chain if we dont find the right number of items in FindItem
CraftableParameters.GetAllRequiredItemIds respects item requirement counts
FindItem bug fixes, Unit item handling improvements (make sure we update carried items list when item is destroyed)
FindItem now subscribes the agent to the PickUp interaction on each found item. Addiitonally, RunImplementation checks that the agent is carrying all the items we are trying to find to ensure exection only continues when this is true (TODO: break the chain after a threshold of ticks)
Emote tweaks
Tool requirement checks in Harvest actions
Reverted 5.3b4 API updated crap
More FindItem improvement (wip support for finding multiple items of the same id or type), added UnitFindItemsScore consideration
Tall pines now require an axe to harvest, as does harvesting a bush for sticks
Fixed emotes not working
Rain rains
Removed UnitFindItemsScore, scoring added to UnitCanFindCraftingItems
Fixed energy ticking twice like a twat
Sticks can be harvested from trees, and will grow slowly
CameraParticleFX progress, fixed issue with Unit+Flags handling of sleep, added ResetBehaviour Action
Prelimary merge from water-2.x beacuse yay shiny
I can totally spell preliminary
TOD/Weather/Post/Water tweaks
Manager singleton instance stuff moved to base class
GameOptions, UIManager, UnitManager singleton cleanup
Added button to BeforeEditor to dirty and save all assets, use this when you get null refs in data assets
BeforeEditor buttons visible without an active tab
LoadGameFromSubscene fix
MusicManager improvements
WeightedObject refactor, added IWeightedObject<T>
Added WeightedAudio
Added AudioMixerEx
Fixed GameManager loading another zone when playing from a zone scene in editor
Added ActivityData, refactoring Activity a little
NotificationsWidget subscribes to acitivty itself rather than being managed by GameUI
More Activity refactoring
Stat.UpdateModifiers() profiler sample
Stat modifable/tickable uses dict instead of grouping. This kills the GC.
-GC optimization for IM, and a bunch of Profiler samples.
-YAMfM
Fixed index range errors in Stat+Tickable