19,298 Commits over 1,614 Days - 0.50cph!
Optimised QuadTree nearest neighbour a bit.
Quad Tree nearest neighbour search is in.
Merging QuadTrees in because actually they aren't too bad
Initial implementation of QuadTrees (still a little slow)
Added Social editor, bunch of editor tweaks
turned off exit time on some movement modes
all bugs fixed until I find more bugs
Refactoring Socials to include the concept of Roles
ActionChain state debug object ref
Start cleaning up the Socials API
Fixed Units not having the Socials component by default
EntityComponentManager renamed to EntityComponentSystem
BaseEntity adds/removes itself to GridManager rathe than relying on EntityManager events
AI modules can now be installed/uninstalled for a specific Entity at runtime via the debug tools panel
UnitAttachments dict for lookup
updated exhausted action to get removed at 25% stamina (allready added at 15%)
ordered and added wait in the add action to give the unit time to slow down before applying exhausted effect
Fixed durations in effects
Fixed Items switch callback always setting carry bool true
getting a location inside a territory should now take influence into account
slightly better, maybe, still lots of general problems
readding torso stabilise script to torso layer animations as they all accidently got removed
Fixed OnUnitEquippedCarriedItem not invoking OnUnitStowedEquippedItem
Rewrote Items.TryHoldCarriedItem and TryStowHeldItem
Combined PickUp/Equip/Stow item actions into a single action with mode switch
changed name of combat torso stabilise and kind of made sitting emoting work
made storing and getting items from storage toggle the item bool to true or false
Dude, I'm tripping balls.
Effects can now install AI Modules on Entities
Effects can have a randomised durations
Added mushroom effect and related behaviours
save to a list and then re assign bools during emote anim controller switch
hungry hands/arms clip with clothes less
Dispenser Effects to Main!
Logistic curve functions now map to the yMin/yMax range since Logistic functions don't pass through (0,0) or (1,1).
Added UnitActivityTypes.DesireExpired, recorded when unfulfilled Desires are removed due to momentum drain.
Added DesireExpired Effect, which makes people sad :(
DesireFullfilled Effect stat stuff
Temperature Effects now use Temperature Stat.
Added Ambient Temperature consideration
Tweaked sticks on fire AI some more
Fixed some editor shit, added a bunch of icons
Stick gathering AI now uses temperature and item value for machine
Fixed OnActivityGeneratedTriggerSettings NRE
Renamed Activity EC to EntityActivity
Added new OnActivityGeneratedTrigger
TriggerSettings.TriggerType is no longer exposed through editor, must be explicitly defined in code. Supports flags
Some editor refactoring
Added Activity EntityComponent, event types
Dispenser replenishment editor tweaks