17,530 Commits over 1,614 Days - 0.45cph!
first pass boar(v rough)
human idle blend pram set to idleBlend instead of speed
changed angular speed so it rotates faster
set angular speed values higher on units to avoid them running sideways
added boars to biome (seem to have missed this from earlier checkin)
Some 8 splat support stuff, doesnt work yet pls halp @andre
-open file dialog for CSV importing.
-DecisionLog doesn't duplicate entries after pausing and resuming game.
-sparrows don't spawn empty 'Birds' gameobjects
-flocks spawn their Birds containers under Zone->_DecorContainer
-birds disappear much later, let me know if they are hitting performance bad anywhere
CSV stat import allows you import from files outside of the project
Removed stats.csv from the project
Added Boar Agent+ StatCollection data
Updated all stats from google sheet
Remade some wolf prefabs that had been corruped or something
Agent Profiler sample grouping moved up to the base Tick call
Updated shadervariants and graphics settings
Fixed a few d3d9 shader compiler errors
Fixed water fog disappearing when moving camera parallel to floor
Item/Container handling tweaks
Numerous TOD/Biome/Post tweaks
Some UI tweaks
Fire light and smoke material tweaks
Fixed consumable effects not using duration mode
Fixed Morale consideration sampling the wrong stat
CreateItem and RemoveItem actions,
Added back in a basic ActionChainData object, since we use ActionChains in Effect and not just Behaviours
"Special" ItemType
Data changes
Improving unit reproduction code
Removed some useless actions
Added some more aging data
Added Effect params to PersonalitySettins
Implemented Unit morph system with custom morph editor, supports saving/loading morph presets via MorphSettings assets
Added MorphSettings to Effect and Species data
Morph data renames, editor exposure
Deactivated global fog in ocean and river
Water2 parity with Rust
added a pause where the player looks to the end of the go to walk followed by a shrug
added exhausted anim to exhausted state,
thinking about it while doing this checkin it probably both need Trigger Stop too
5.3.2p4
Skill value getter
Made Vitals editable in debug unit view
-grass doesn't appear if the in-game grass option is unticked at startup/the preset doesn't foresee it
Fixed Vertexlit Blended shader (just me being dumb)
Touched ocean and river shaders
Fix compilation error in Graphics Options\Water
Remvoed ForgetOnInterrupt and CompleteAtEndOfChain flags from base behaviour data and code
Added Wait actions to sitting behaviours
Some un-used testing of popup data windows in editor
Fixed a wrapper name swap
Improved condition in Effect, I think
Building occupancy groundwork, shelter building specific vicinity effect setup
Added some events to VicinityEffect
Added DesireConsideration, score returns the desire with highest weight + momentum
Added Sheltered unit flag
Nuked some old un-used top level goals
Added back "CompleteAtEndOfActionChain" to BaseBehaviourSettings, with better placement in the editor and some helpful text to boot
Removed wait action from Sit Interaction
DesireCondition, DesireConsideration and lots of related changes/progress towards a full implementation
Building desire params, filter set,, and goals data
Improved desire request creation in UnitCanFindEntity
Desire debug display updates
Goodbye, DecisionContext.Weight, we hardly knew ye
GPV's DecisionScore now also take its GoalPlan's LastDecisionScore into account.