17,530 Commits over 1,614 Days - 0.45cph!
Unit+Animation NRE catches to avoid errors for now, needs debugging (NRE ln75 RemoveAnimationEventListener)
Deleted un-used third party : ParticleScaler and Sonic Ether Bloom + SSAO
Added internal combine normals override so we can use "Camera" to support forward "Before\Skin" in AO; switched mode and tweaked depth threshold to avoid halos
Added "Before\VertexLit Blended" for particle fog/scattering support
Misc shader work
Switched fx_embers and fx_smoke to "Before\VertexLit Blended"
-new InfluenceMapConsideration type, added in PickUp ability
NRE error log in BehaviourCain where interaction target is null
ActionChain UnityEvents replacing System.Action
Unit+Combat effect stuff
Made the goals and abilities list drawers in AgentSettingsEditor unique
Added filter func to the RLD constructor call in AgentSettingsEditor, rejecting any Abilities flagged as global
Water2: quality control exposed in inspector
Water2: added force enable fallback normals to material params
-broken assets unbroken
-cavepeople refuse to collect sticks from under wolves.
Reflection probes enabled in Low quality settings
Fire FX sprite tweaks
Cleanup PlayerCamera, Follow no longer relies on events but just nullchecks the PlayerController's selected units list and follows the first (see http://jira.facepunch.com/browse/BEF-144)
Unit tick profiler hooks
-removed old infmap consideration types (InfluenceAtPointConsideration and ThreatConsideration) and related assets
-added IM considerations to abilities and interactions, where fitting
-silly IMs don't produce any more garbage (silly CombineQueries is sillier now tho)
Condition filtering refactor WIP, this kills the GC
DSE profiler hooks
UDM doesn't use delegates for adding decisions after entity filtering, because reasons (this kills the GC)
Fixed NRE in UDM.FilterBehaviourTargets
These apples had bad normals.
GoToRandomSpot tweak
BeforeDebugObject revived and fixed
PlayerGoals get named
Unit+Combat applies combat effect value mods correctly
Lots of stat tweaks
Foliage _test folder, with crappy fruit mesh experiments, nothing to see yet, shoo.
new mammoth
test on deer to get animals working with generic controller
ValueMitigators added to CombatEffectParameters and Unit+Combat
Removed use of generics in Agent+Stats GetStat methods, rewrote with type specific methods (GetAttribute, GetVital, GetNeed, GetSkill)
Cast caching in Stat+Properties
End profiler samples properly in Unit+Senses FindPerceivedUnits
TOD day length now 48 real minutes
UnitManager tick optimisations
Unit+Sense profiler hook removals
UnitManger unit ticks per frame to constant
Agent Manager is now slightly smarter about how it updates its agents OnSecond and OnMinute.
Player GoTo fix
CanFindBuildingMaterials filter NRE fixes
Removed SmartSubscription.IsActive, fixed some issues with SmartObject subscription
anims are pretty rough sorry, will polish them once seen them in game
Refactoring Unit+Item/Attachment handling to be a more flexible and robust
Unit+Combat calculations now account for resistances to damage types, mitigation from attributes, and weapons (plus their procs)
Added DamageTypes and DamageResistances to Species combat params
Added DamageTypes to WeaponParams
Added HoldItem flag to PickUpItemSettings
Added AttackSpeed attribute, used in combat timings (value*(100/1000) = delay in seconds between attacks)
Added AmourRating attribute, used in combat calculations as mitigations (exposed in data, so optional)
Weapons data for both spears and rock items
added attacks to controller and toned down head bob on run
Fixed people trying to steal items from each other
Condition wrappers can now flag a desired result via enum in the editor, DSE switches on this after evaluation.
Ingore ID match when setting active goal from PlayerController
Added Power operator to stat linkers, allowed for multiple value modifications per operation
Some WIP commented out drawers
Moving combat related scripts around
Added CombatEffectTemplate, CombatEffectTemplateSettings
StatLinkerOperation tweak (added Divide operator back in because readability)
new shader for animals and setup on bear and mammoth
shader could be horrible
cut down head markings on bear (still just on top of ear and under lip)
First pass on adding a Math Algorithms API into the mix of things.
StatLinkerParameters now expose a StatLinkerAlgorithm unity event. Just need to expose it via the custom editor stuff (Bill).
should stop floating when getting hit
Combat effect templates stuff WIP
Commeting out bad cast in CombatEffectTemplate.CopyTo
ticked enable lightmap and light probes as that makes it consistant with the human
Fixed StatLinkerAlgorithm not being serializable
StatLinkerParameters no longer holds the StatSettings ref, instead we pass it in to the Create method from the collection on init
StatCollection holds a new StatLinkerPair struct in place of StatLinkerParameters, StatLinkerPairs hold StatSettings and StatLinkerParameters
new mammoth idle
removed unused bones that shouldnt have been there
removed old mammoth anims
shaders changed apparently
CombatEffectTemplate missed #if UNITY_EDITOR