19,298 Commits over 1,614 Days - 0.50cph!
Generics for persistent data type in BaseEntity, introduced IEntity, ITickableEntity etc
Unit.Emotes animator layer weight reset when changing clip via override controller (attempting to workaround masking issues)
More work on persistance and Loading, still not working, but progress!
People now wait for corpses to cook and remove them from the fire
Working on serializing entity manager and Base Entity. We now serialize to text when running from editor, and to binary when running externally.
Restoring UnitManager gamestate callback for navmeshagent enabled toggling, which is a hack but apparently we need it.
Fixed bad merge in EntityManager
Started on save/load, focusing on Survival Session and Entity Manager to start with...
Merged
Layout, UnitManager pointless GameState changed callback removed
Instance. pattern for events in EntityManager
List init to construct in AI Manager
Minor refactor of Database api
EntityManager data related stuff moved to Database
Sessions no longer extend ManagerSingleton, instead use plain Singleton. Game runs.
Merge from manager_refactor
Big ass managers refactor WIP
player commanded role weight fix
Player commanded GPVs should now apply role weight correctly.
GameConfig WIP
RoleParameters exposed in behaviour editors
Added a comment in code to show that explicitly
Singleton Managers should live in GameManager, since that's where they live on the Game Manager prefab.
Default to Survival game mode when starting with startup, so that we actually get out of the loading screen and load the game (or quit the game if there's no game mode defined at that point).
BaseBehaviourPlanSettings has RoleParameters for player exposed/commanded behaviours
GPV completion now adds role weight
Profiling formatting crap, minor refactoring
yet another merge from main.
Breed request is player exposed, condition tweaks to support that.
Fixed Berry Bush IPS data warning
UnitViewUtility adds a NavMeshAgent to newly created views
Added ConditionUtility with Evaluate extension method for lists of ConditionSettingsWrapper, updated applicable usages
initial goal level role scoring implementation
animal data; sleep patterns, diet, gestation
AssetListDrawer can now optioinal show object element types as an AssetMenu
RoleDefinition holds a set of ScoreConditions for evaluation during role score comparison
Added RoleDefinitionEditor
GoalSettings holds GoalRoleParameters
WIP Seasonal dietry stuff