17,530 Commits over 1,614 Days - 0.45cph!
tidy up of human controller using substate machines and adding idle to movement blend tree in animals (to make stopping look more natural)
Merge from interaction_refactor
changed the buildings so they spawn in the item placement editor constructed
checking in some fixes tent anim controllers
Entity view managment inserts elements with correct default values
Fixed building view scale values
Removed Entity from EntityTypes enum
Fixed all bad BCD data related to the above enum change
Data fixes
Default to Utlra quality
Radial menu runs condition evaluation on target SmartObject interactions (only shows those that pass)
Unit.Update no longer public or virtual, moved TickMorhs to UpdateMorphs
Radial menu supports abilities and unit targets
Added AbilitySettings.ExposedToPlayer flag
Made some name fields in DataAsset [NonSerialized] (should stop weird name issues)
Merge from frankie's branch
Merge from entity_refactor
Merge from entity refactor
Radial layout thing
EC injects smartobject interactions in base init
UnitGroups to UnitClass
Fixed a bunch of broken prefab refs
DecisionMaker init fixes and additional cached casting for new Group derived Entity types
Also added temporal AA from the playdead repo
More view > entity monobehaviour deferal
EntityView event fixes and UnitCollection trigger re-write
if UNITY_EDITOR wraps EntitySettings.OnValidateHook
new idle randomise system
movements on human setup to stop spamming console
AvatarPostprocessor tweak
Bu-bye, TAA, we hardly knew ye
added back transition to emotes from idle
EntityViewEditor SmartObject panel
EntityViewEditor for children
Player can select any entity in editor
Entity.Transform property rename for clarity
Entity.OnSelect/OnDeselect bool set in base methods
PlayerController entity selection fixes, event properties
Ground/world clicks deselect all entities not just units, duh
Debug select only control
Press F1 to select the currently selected Unit's view gameobject
fix for in combat while runing glitching
last checkin was the wrong file, this is the real fix for in combat while running glitch on the human
-leftCtrl + lmb on unit = selects gameobject in inspector
-Fixing SO not checking for max Subscriptions and InteractionPlan too.
Deincrament suscription change
Move smartObject.AllowedSubscriptionCount incrament to InteractionPlan constructor
AllowedSubscriptionCount calculated correctly
EntityView physics events dont use er, events
Moved some SO collider setup to SmartObject because reasons