17,530 Commits over 1,614 Days - 0.45cph!
Fixed bug where we were updating tick modifier value rather than modifier value.
- BiomeMaterialLibraries auto refresh via the World debug option
- Added base DataParameters type
- Added StatBlockerParameters, EffectParmaters.StatBlockers
- Added Stat+Blockable partial
- EffectParamters duration stuff clean up a bit, added a label in the prop drawer to display the value as hours/minutes
- Lots of Triggered Effects data fill
- Nuked UnitImportWizard, ported all functionality into SpeciesSettingsEditor
- Some BeforeInspector+ViewManagement changes
checking in, might break, Will fix asap
- Fixed shitty bug in BeforeInspector+ViewManagement when updating a view prefab from source object
- SpeciesSettingsEditor correctly assigns an avatar to animators on unit views when possible
- Drawers for Wrappers, lots of them
human walk (looks weird atm)
Clothing prefabs, eye shader/material dickery
Fixed BeforeInspector not renaming assets properly
DecisionPlanParametersDrawer tweaks
BehaviourChainPlanSettingsWrapper DM exclusion test
ActionChainData stores HarvestedItems list
BehaviourChainData convenience accessor in Action
HarvestResources stores item yield in ACD and BCD
ConsumeItem will check BCD then ACD for targets
human male and female now have a blendshape on the eyes called "small" that ranges from 0 (big) to 100(small)
-made a bunch of Conditions to replace boolean Considerations
- Fixed GoalSettingsEditor not showing child goals
- Added some background styling to GoalSettings plan and child listing
- BeforeEditorLayout.DrawContentGroup now takes an optional GUIStyle to use for the container
- FindBestInteractionPlanVariant passes smart_object as DC target
- Added DecisionLayers and ConditionTypes enums, abstract getters in ConsiderationSettings, ConditionSettings
- Fixes cs 2646
GoalSettingsEditor GUIStyle error fix
Actually fixed GoalSettingsEditor guistyle errors, updated lots of conditions and considerations new getters
-removed now-useless Considerations
-yamfm
- Added Emotes to the Unit debug view
- Added DecisionLayers filtering to DecisionPlanParametersDrawer
- Added DecisionLayerAttribute to pipe in DecisionLayers filtering
ReorderableListDrawer generics, interface, hell.
ReorderableListDrawer fixes
- Editor gui skin, styles, stuff
- Moved some drawers to their own files
Fixed Effect trying to apply stat modifers to Agents that do not have the target Stat
- Pass BehaviourPlanData to new Behaviours on creation in DM, and in SmartObject.TrySubscribe
- BCD/BPD tweaks and error avoidance
- Fixed issue with AddCompensationFactorToScore turning scores NaN when a DSE has 0 considerations
- Resourcce.TryHarvest returns bool, outs list of harvested items
- DecisionPlan.ScoreForDecisionMaking returns Parameters property of the same name
Merge from Goal Improvements
Removed usage of IComparable<T>, now only using IComparable for make benefit of storing whatever you want in FixedArray
- Merge from GoalImprovements
- Fixed BehaviourChain DM exemption not working as intened
- Lots of kinda hacky overrides in BehaviourChain for adding behaviors without a Decision
- Unit debug view for current GPV, BehaviourChain, improved ActionChain display
- GoalPlanVariant.IsValid only true if the BehaviourChain count matches settings
Added atmospheric music 19
- Expose BaseBehaviourPlanSettings.CompleteAtEndOfChain in BehaviourPlanSettingsEditor
- BBPS.CompleteAtEndOfChain and BBPS.ForgetIfInterrupted default to true
- Updated all Interactions
- Better handling of GPV/BehaviourChain completion and reset
- Clear BCD in BC.Reset
- Added FixedArray.AddRange
Replaced atmospheric music 18
- Merge from unit_5.3.x
- Regenerated foliage prefabs and biome material libraries
Refactoring Biome Material Library and Biome Material Object
- Fixed issue with UpdateViewFromSourcePrefab in BeforeInspector
- Added new Goal : Gather Wood For Campfire
Fixed AddTexture errors (white billboard fix)
- Fixed some issues with Building interactions being incorrectly disabled
- Some EntityComponent refactoring, added IEntityComponentSettings so EntityComponent uses a common type for settings
Replaced amtospheric music 001, changed tags on 018
Remove null check in BehaviourChain.CreateInteractionBehaviour
- Added BehaviourChainElement
- Refactored BehaviourChain.Add, Decisions no longer leave DM
- Removed Behaviour constructor overload, made target optional
Current goal will now be checked for whether it's equal to the next goal, or at least force it to end before we replace it with the new goal.
- Removed BehaviourStack, renamed Agent+Behaviour to Agent+Abilities
- Removed FindItem Action
BehaviourChain.End accessibility fix