17,530 Commits over 1,614 Days - 0.45cph!
UIManager formatting fixes and events as properties
Removed event instantiators
Merge from grass_optimizations
Unity meta file auto updates
We don't need this .pdb.meta file
Ignore future .pdb.meta files
PlayerCamera input tweaks to work when UI is in a modal state,
Added UnitDetailView modal screen
Event tweaks so that shit plays nice (need to some initialization stuff)
PlayerCamera modal state gating fixed
Fixed UnitDetailView transition
Killed old CameraTarget component, nuked some old prefabs
More reliable combat ability picking in Unit+Combat
Lets try some super low sim tick rates (10 per frame)
Controls help widget (toggles with F9)
added a bunch of sitting/sleeping anims for the animals
added sleep or sit to these animals
Before > Create Scene wizard fixed
deer skeleton, male only
mesh name is "deer_skeleton"
Start on Child Play behaviour group.
Made a bunch of shit static that can be static, yay.
Groups now store a KnownUnitsArray, populated my member sense data
UnitManager tribe knowledge visibility stuff
SteamVR plugin, Player (VR) prefab, vr_test scene
VR teleport uses terrain not zero Y
Children will no longer carry heavy logs, or craft weapons and tools
Goal settings editor shows weight sliders on element headers
Agent's clear their internal decision log at the start of each tick, DecisionLog copies them post tick, no longer tracking tick count in AgentManager (improves decision logger behaviour)
Data
TimeValue attribute/drawer
DesireEx, description text, a little Unit cleanup, effect list in Unit detail view and some other things I forgot
Fixed empty lines in unit detail view UI fucking up the layout
Fixed terrain meta paint mode switch causing crash and/or pink terrain + PPtr warning spam
Fixed terrain shader becoming white after switching paint mode
-new MusicManager
-fixed tags not really doing anything, to now track any change in the tag-situation, switch music accordingly, and pick the right tagged tracks
-preventing same tracks from repeating (currently checking the last 3 tracks played)
-switching songs when conditions change, such as day becomes night, or weather changes
-supports randomly occurring silences, when a track finishes, dictated by a percent chance and min-max duration (and not having just played a silence)
-tracks now properly fade to silence when switching due to tag-changes (which never really happened before, I think)
Some improvements to the pool.
Added first iteration of Child Play. We lack the two Goals needed for the "idle" behaviour that the members of the group is given (creator dances, everyone else is cheering).
Merge from parallel actions
-minor Camera improvements:
--reverted/retouched my changes to zoom which were making it feel worse
--camera doesn't keep taking button input when orbiting, which would cause it to move randomly when stopping orbiting
NavMeshPathEx
DistanceConsideration has UsePathfinding option
TribeStart area tweaks, people spawn with low energy now
Moved species movement speeds and acceleration values to Attributes
-added a GetRandom() for FixedArray
-made MusicManager reuse a fixedarray for music tag searches, and the same object for silences