251,292 Commits over 3,959 Days - 2.64cph!
- Made some simple whitebox prefabs for level tests
- WIP new rough level layout idea
Changed Consideration "Weight" to "Contribution", a better name for something limited to [0,1].
A Consideration can now be weighted, so that the less you want it to be taken into account at scoring a decision, the less the value should be. The weight is limited to [0,1].
Updated inputs for non Xinput controllers
Added warnings for debugging manifest guid to path
Put the name first in the game manifest
ResourceRef only stores the GUID of the target object
BsaeCorpse ragdollPrefab to GameObjectRef
Fixed pumpkin plant spawning
GameManifest holds guid too
- Missions now check for fail state
- Objectives can now have countdown timers. (Needs UI hooking up and fail state)
added dylan's electric shock and hex effect to deuce
- Reduced the frequency of tants
- Enemies now have a max distance they can move from their starting position before they snap back. (needs a teleport/pathfind home)
Seasons editing tweaks, moving classes and enums out of BiomeSettings
ignore zone spawn overrides when not in editor
zone editor cleanup
TOD hacks (inspector buttons for XML import/export)
TOD XML loaded from Biome once again (and in editor when switching Biome on the Zone inspector)
Added Swamp Biome (copied from Temeperate) and TOD settings XML
Fixed dropped items wrong prefab name
item.isBlueprint is now a flag
itemcontainer.IsLocked is now a flag
Fixed inconsistent file linkage
Added RequiredByMachine and RequiredByTribe Item considerations
Added Description field to MachineProcessSettings for editor comments
Added GroupManager skeleton (not doing anything yet)
FuelToEffect machine process now overrides OnMinute logic, burns for one duration per input entity
Value OfHarvest consideration now scores against machines from the known buildings list too
Improved (though somewhat hackily) callbacks between pathfinding actions (GoToSmartObject) and Unit Pathfinding, should fix most issues
Optimizing ambience audi clips for memory/loadtime
Fixed distant terrain blackness
Save prefabs win BuildPrefabs so changes work proper
AssetDatabase.Import when BuildAssetBundles
Allow prefabs to opt out of preprocessing with NoPreProcessing