19,298 Commits over 1,614 Days - 0.50cph!
WeatherWidget, made greenbox the default game scene
Time controls widget is a set of toggles, cleaned up some related code
Temperature levels, condition, removed old temp sim
Freezing and Cold Effects use new temperature level condition and insulation stat thresholds
Campfire provides a bonus to insulation
Stat sheet updated with Insulation values, imported
DecisionMaker settings now stored inline in AgentParameters
StatCollectionSettings now StatCollectionParameters, stored in EntitySettings
Remove DecisionPriorityLevel/DPL
Added unit movement mode switch to debug panel
Fixed a couple more unit collection issues
Fixed UnitCollections not destroying themselves properly
added unique human sprint anims
human locomotions are correct speed for anim system
imported latest csv stats
Physics events handled by EntityPhysicsListener component, manually added and set up by those entities that require it.
Moved some SO collider setup to SmartObject because reasons
EntityView physics events dont use er, events
AllowedSubscriptionCount calculated correctly
Move smartObject.AllowedSubscriptionCount incrament to InteractionPlan constructor
Deincrament suscription change
-leftCtrl + lmb on unit = selects gameobject in inspector
-Fixing SO not checking for max Subscriptions and InteractionPlan too.
last checkin was the wrong file, this is the real fix for in combat while running glitch on the human
fix for in combat while runing glitching
Press F1 to select the currently selected Unit's view gameobject
Debug select only control
Ground/world clicks deselect all entities not just units, duh
PlayerController entity selection fixes, event properties
Entity.OnSelect/OnDeselect bool set in base methods
Entity.Transform property rename for clarity
Player can select any entity in editor
EntityViewEditor for children
EntityViewEditor SmartObject panel
added back transition to emotes from idle
Bu-bye, TAA, we hardly knew ye
AvatarPostprocessor tweak
new idle randomise system
movements on human setup to stop spamming console
if UNITY_EDITOR wraps EntitySettings.OnValidateHook
EntityView event fixes and UnitCollection trigger re-write
More view > entity monobehaviour deferal
DecisionMaker init fixes and additional cached casting for new Group derived Entity types
Also added temporal AA from the playdead repo
Fixed a bunch of broken prefab refs
Radial layout thing
EC injects smartobject interactions in base init
UnitGroups to UnitClass
Merge from entity refactor
Actually fixing entity view creation when no prefabs or settings are provided