17,530 Commits over 1,614 Days - 0.45cph!
Deleted impala again
Species IMA tweaks
-customizable camera start angle/distance
UnitCanFindRequiredToolConsideration checks if the Item is held
Don't init steamworks in editor
Added StatSettingsWrapper, stored in StatCollectionSettings
Added Stat Collections for all Species
StatCollectionsEditor improvements
Stat.CurrentValue replaces Stat.Value
All Stats have a MinValue of 0
Unit movement speed is now linked to the Speed stat, expect wild stupidity until values are balanced
Renamed Hunger to Nutrition
Removed Energy>Speed Linker
Ported water fog fix from Rust
-temp fix for people not holding on to their items.
Merge from stats_organisation
Stat collections updated for all species (with human values, so expect stupid movement speeds)
Yo dawg, heard you liked operators so I put perators in your operators so you can operate whilst you operate!
https://www.youtube.com/watch?v=hTFu1ns-fJ4
StatLinker.Sleep fixes
Need For Sleep Consideration tweaks
-removed tiny bit of LINQ
More Stats refactoring. Added IStatRanged, implemented by Vital and Need. Cleaned up StatLinkerOperations a bit, debug and editor improvements and some consideration tweaks.
Fixed vitals not getting a MaxValue from StatSettingsWrapper
Removed IStatRanged in favour of RangedStat class
Unit+Movement sets CurrentSpeed.BaseValue, listens to changes for Attribute.MaxSpeed and updates NavMeshAgent.speed
HumanEditor for some stat debug
StatLinkerBasic creates instances of StatLinkerOperation from StatLinkerOperationParameters stored in settings
Added atmospheric music 18
Added Need For Food consideration to Harvest Food DSE
Fixed music 18 underscores
replaced atmospheric music 16
Added weighted list of consumable settings to Species.Ecology params
Added various Weighted types
Reorganisted BeforeEditor tabs
Goals boilerplate
Potential NRE catch in Entity+Physics
Fixed all missing view prefabs
More Goals boilerplate
ConditionSettings.Evaluate overloaded to take a DecisionContext
DSE now evaluates a list of Conditions before scoring all Considerations
Condition refactoring, now works the same as Consideration except only boolean
WIP conversion of all boolean Considerations to Conditons
ConsiderationContext, ConsiderationSelfTypes, ConsiderationTargetTypes renamed to EvaluationContext and so on
Moved GetAgent and GetUnit from Consideration to DecisionContext, takes EvaluationContext
Fixed spawning cast error
Fixed VicinityEffects being zeroed when they shouldnt be
EntiySettings doesnt need to implement IComparable
InfluenceQuery tweaks to avoid using ToList and foreach (todo : should use FixedArray?)
ItemSettings doesnt need to implement IComparable (DataAsset base does it)
Fixed a bunch of issues with ExecuteBreedinGroup
Refactoring PlayerController a bit, reducing LINQ usage
- NestedEditorDrawer improvement
- Added GroupNeed, GroupAttribute Stat types
- Group+Stats updates BaseValue of it's GroupNeeds (GroupNeed.Food represents average value of all member's Food Needs)
Removed debug logging of group stat values
- Goal data assets
- Biome spawn related fixes
- EvaluationContext supports SelfGroup and TargetGroup
- WeightedRandom tweaks
First pass at Goals DM integration