17,530 Commits over 1,614 Days - 0.45cph!
Fixed building placement rotation issuee
run sound on run
merge... - run sound on run
merge...
Reverted Entity equality members that broke basically everything
Reverted UDM change we don't need
Removed sound event from human run anim cause it's teeeeeeeeeeeeeeeeeeeeerible
Added Entity.GetDescription virtual method, for er, building text descriptions of things!
Building description tweak
Added WetnessConsideration
Renamed the Survival/WarmUp Goal to "Stay Warm & Dry", expanded with plans for finding shelter when it's raining
Fixed UI/PlayerController picking up interactables that they should not (goto so, grazing points, etc)
Fixed null action in Ability.InitiateChildPlayGroup
Flattened water.
Switched AO to gbuffer so that it doesn't crap all over water/particles.
more furious waterfall sound settings
First iteration of penalty (not yet using failure).
Updated island scene, reset waterfall sound pitch
Reverted to cs#3723 Unit.Animation.cs
Added Warmth Need, updated stat collections
Added Warmth simulator to StatSimulators.cs
Warmth Need consideration uses new stat, better curve
"Cold" Need, aka inverse Warmth
Exposed ScoreForDM flag on goals, plans, and the node vis editor
Nuked some old un-used considerations and a random blank script, tweaked debug view to show Needs, then Vitals then Attributes
Merge from consideration return
DSE return 0 on consideration "fail"
-warmth need was broken and always 0, fixed it to work as intended.
We now take the average rather than multiply. We lose some early rejection, but should get better results.
-fixed bug in GroupedConsideration that returned MoraleInverse to always be 1
Removed Bool/InverseBool types from ReponseCurve, also removed the "use animation curve for sampling" flag, no we only use the anim curve for front end visualisation even though it's shite.
More Survival Goal branch tweaks
-trying a new 'Deposit to building' goal
Forgot an #if UNITY_EDITOR
-CarryingAnything condition fixed, in turn fixes Deposit To Building so it actually works
Data tweaks
Removed unused MaxSafetyNeed and InverseTemperature considerations
Added SitByFire GoalPlan under Social / Socialise
-reimported stats, they broke
AttackTarget resets movement mode on break
Invert IMAvoidThreatAtCurrentLocation response curve
Unit collection stat boost tinkering
Added Mood VE to the fire
Effects for each movement mode
Removed StatisticalModel data type, cleaned up considerations a bit