17,530 Commits over 1,614 Days - 0.45cph!
- Refactoring EntityComponent, added EntityComponentParameters for 1:1 mapped, single type component settings (container, IM effectors)
- Removed usage of TryAdd in Entity (@ptrefall lets look at this again after Goals/SOC)
- Added ItemParamaters, derived types for Consumable, Physical, Craftable, Wearable and.. Weapon(able)
- More Wearables groundwork
Stop BeforeDebugTabWorld trying to update when not playing
- World debug auto refresh includes terrain config changes
- Renabled grass
- Tutu wearable prefab material fix
More work on Goals and DM integration.
UnitImportWizard AttachmentPoint handling
Un-peturing the Temperate Biome, added Biome.PeturDevil for biome_test scene
- Call Animator.Rebind() after Unit puts on a Wearable (fixes clipping/skinning stupidity)
- Split Unit Wearable handling into it's own partial
- Fixed TryWearItem calling the wrong thing
- Updated human view prefabs (should fix error spam)
-InfluenceThreadManager is a proper ManagerSingleton now.
- GoalPlanVariant creates BehaviourChain
- Added GPV.OnCompleted event
- GPV.Add and GPV.Clear deferred methods for BehaviourChain
- BC no longer creates BehaviourPlans from settings in constructor
- Added abstract BehaviourPlanTypes property to BehaviourPlanSettings
- DecisionPlan stored property in Goal/GoalPlan, not a field.
- Ensure all Items which are flagged as Consumable have the Consume Interaction
- Goal data tweaks
- BehaviourChain.EnactInteractionDecision uses Decision.Context.InteractionPlan.SmartObject as target instead of Decision.Context.Target
-merged new bits and bobs about IMs
- GoalPlanSettings.BehaviourChain stores new BehaviourPlanSettingsWrapper, allows for filtering of target entity type for DM
- GoalSettingsEditor child goal/plans in Foldouts
- Added EatCookedMeat GoalPlan
new human model from petur on a new rig. Some(all) of the animations are very rough or just wrong so to be fixed soon.
human female remains unchanged to use as refrence but will be replaced soon
Now handling the copying of content between Agent's GoalPlanVariant and DecisionMaker's variant.
exposed bones on human rig and added pickup events to the pickup anims
hopefully rollingback this file as I checked it in accidently
Backup in case this wrecks the terrain.
- DecisionPlanParametersDrawer tweaks, foldout
- Fixed Foldouts in GoalSettingsEditor
- Renamed DecisionPriorityLevels
Fixed BehaviourPlanSettingsWrapper not storing EntitySettings where it should have
Divided small rocks into small, smaller smallest.
Zero'd prefab pos because OCD.
Spawn tables. Scene backup.
Deleted old DSE assets, metas apparently
- Added EffectParamters, which is stored by EffectSettings and also stored by other data types, e.g. Consumable and Wearable ItemParameters
- EffectSettings are intended to be used ONLY in conjunction with Triggers
- Wearables now apply their Effect when Worn by a Unit
- Re-arranged the order of Operations in StatLinkerBasic
- Added ModifierOperators enum, used by StatLinkerOperation result modfication, should make for more readable data
- Nuked a shitload of Effects, mostly replaced with EffectParmaters where applicable
- EffectParameters.Id is broken, so effects stack infinitely, fix WIP
Fixed Effect stackability idiocy
-log an error if more than 1 Assign/Difference ResultOperator is set up in a StatLinkerBasic.
UnitImportWizaaaaaaaaaaaaaaaaaaard
DefaultModelImporter makes sure we always search project wide for materials using the model's material name
- Fixed Item.IsCarryable not returning the right field from PhysicalParameters
- Fixed GPV BehaviourChain not resetting properly
- Unit+Wearables tweaks
- Some item view APO data
Wearables fixed, I think.
-removed Warmth need, as we decided it's easier to just check for necessary warmth in a consideration, cleared various statcollections of it.
-added considerations for NeedForWarmth and NeedForCold
-yamfm
- DecisionMakerSettings and Maslow Weight store public fields, not properties and private fields
- DMS.MaslowWeights is initiated with an element for each DPL
- DecisionMakerSettingsEditor cleanup