17,530 Commits over 1,614 Days - 0.45cph!
Removed unused params in river shader
Some data tweaks to get fire related goals working again
Added EntityComponent filtering to EntityCondition
Cleaned up Machine/MachineProcess a bit
Lots of data changes
Fixed bad skin update stuff in BuidingView
Goals data
Fixing some condition data brokeny refactor
Machine conditions can check if the required process is running, available
Fixed UCFEC not applying entity component filters correctly
-camera keeps moving when orbiting while following
-condition for hasRequiredTool (not yet implementing desires)
-some reordering of goals+plans for building
-decision log starts up with logging enabled
-readded filtering by state for buildings in entitycondition.
-removed HasRequiredToolCondition
Building 3 plan structure (data incoming)
Fixing some EntityCondition data
Added CanFindAnyMaterialsForBuilding condition type, which checks whether a Unit can find (either/or) any materials on the Building's requirements list, or Resources that can provide any of those required items
Refactored Building quite a bit
Removed desire creation from CanFindBuildingMaterials (renamed)
Exposed minimum interaction distance in ItemViewEditor, also set default to 0.5 units
PickDesire action calls new Agent.SetActiveDesire method, passing in a filter defined in the action settings
Set all item views to 0.5 min interaction distance
Ported over new SSAO implementation from Rust
BCD properties, StoreTarget mapping via enum
Amplify Occlusion added to player camera but disabled because errors
Ocean tweaks, foam textures
Fixed missing edibles and renamed some things.
Moved shaders to Content/Shaders and replaced paths in shaders that used it
BehaviourChainData property mapping exposed to data
There may be bugs
Added missing Encoding.cginc dependency for occlusion
checking in because I need to dirty all assets
Re-organised Content/Items into category folders
Amplify AO prefab settings
Improved/standardised read/write to BehaviourChainData, updated all GoalPlan BCs (with help from mau)
this should fix the females shoulders being in the same place as the males and looking odd, female uses its own avatar instead of the male, it might need tools updated to build correct avatar to asset
-DecisionLog starts up with logging enabled, and automatically disables it on close too
Should fix GC in UDM (moved decision delegate to a method rather than a silly evil closure)
DSE only generates logging data when the DecisionContext.Myself.Agent is the selected for debug
NRE catch in SpawnHandler
Nutritional values derived from real kcal.
Speedtree billboard shadows
Behaviour chain DM filtering expansion, allows for filtering by entity type, ID and now testing against a filter specific to BCD data from preceding elements
Data : People now gather resources for unbuilt buildings, they will also find tools and construct the buildings once all resources have been deposited to the stockpile.
Code : Added "IsRequiredToolForBuilding" to the BehaviourChainBuildingFilterSet, which allows us to filter for Items that match the ID of the Building's required tool, accessed from BCD.
Some ActionChain refactoring, exposing behaviour, target and data through properties rather than drilling up into the AC from Action
Fixed Action HarvestResource not having a target
Fixed items not having colliders
Some combat related tinkering, AttackEntity action tests
Fixed EntityCondition item filtering not working as intended
Fixed (potentially) some bugs in Unit movement related actions, callbacks etc
Refactored Stat+Modifiable and Tickable partials to use FixedArray for grouping modifiers by order
Refactored Stat+Modifiable quite a lot, no longer using events to deal with modifiers of different types being added or removed to the stat, instead it's all done within the Modifiable partial
Renamed Stat+Tickable to Stat+Tick, now simply handles ticking!
Added a "Change" type to StatModifierType, essentially ignored by most of the stat modifier system, instead on Add it just changes the stat's currentvalue (base) by whatever Value is defined in the StatModifierSettings
Fixed AddUnitFlag not working
Minor Effect stat mangement refactor for better clarify
WeaponParams boilerplate for weapon specific effects, stat driven damage and range limitations
Fixed some Effects adding the wrong flags
Re-instated individual Agent ability storage, added IsGlobal flag to BaseBehaviourSettings (lazy because I don't want to cast to AbilitySettings at runtime...)
More Weapons data/boilerplate