19,298 Commits over 1,614 Days - 0.50cph!
TraitPickerWidget on TribeCreation UI
Added a bunch of placeholder traits + icons
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Agent stores a list of of it's currently active modules, has methods for installing/uninstalling
Goal's optionally store a reference to their source module
Traits now install modules and apply effects
Added Lazy, Strong and Loner traits
Removed old animal shaders, renamed Before/Animal3 to Before/Animal
Traits added to BeforeEditor
Added TraitSettingsEditor
File cleanup
UnitComponent implementation, ported Senses, Items, Attachments, Wearables and Aging so far
Renamed EntityPhysicsListener to PhsyicsListener, Added IPhysicsReciever, implemented by components that use triggers (senses so far)
Reduced PlayerCamera min distance to 50 (from 500)
Tweaks, unit prefab audio source setup
Entity's can spawn without a View
More profiler hook fixes + UnitCollection tweaks
Fixed a bad profiler hook in Unit+Morphs causing a bunch of overhead
Unit+Movement navmesh issue workaround
A little UnitView cleanup
WorldManager sets TOD cycle length on init
Options holds cycle length
Lots of effects data balance
sabertooth anims are still shit but at least its not 100% broken
Movement drains less staminda, Alive has a stamina gain
Put ticking on a tod seconds pulse, for better time scaling.
Tweak Awake, Alive, Cold and Starving Effects so that people dont die of starvation quite so quickly
Rebaked island01 navmesh, didn't fix anything ;x
Removed UnityEditor from EntityManager.
Not 100% sure, but I suppose we should strive to make a complete cycle before we break out pre spending entire ms budget, rather than to break out when we reach the end of the list... hm...
Ehrm, let's not iterate the list of entities more than once, shall we! Let's not keep "that" hard to the ms budget.
Moved ms budget ticking into Entity Manager without a generic solution to get some more improvements. Changed Entity tick budget to 5 ms.
More entity budget tick integration stuffs.
Fixed cusor import settings
Added music to tribe create
HumanView no longer initializes MaterialPropertyBlock fields
Adde BasicSurvival module to all Unit data
Added AIModules, which hold Goals data, AgentParameters now stores a list of AIModules
ÀIDesigner tweaks and pre-module commit
Started introducing ms budget to Entity Manager.
UnitView formatting/commented out alignment raycast stuff for now
Wrote and ran goal data conversion script
Unit View prefab creation now stores the mesh as as child
AIDesigner nodes now filter their Add goal/plan lists to exclude the current node's data ID
First draft of character creation music loop
Effects data fixes, ported back actions etc from 4155
removed can transition to self from some anims
Disabled effects data validation for the time being
this is supposed to have IK on the human feet and rotate the animals on slopes then counter rotate the heads
Effect/StatMinipulator fixes
Merge from effect refactor
StatMinipulatorParametersDrawer swishy++
Removed old NestedEditor types
Effects data
NestedEditor attribute / drawer tweaks, added to all EffecSettings fields
Added EffectSettingsWrapper, used where data stores a list of effects, for easier property drawer usage