19,298 Commits over 1,614 Days - 0.50cph!
Other animals should be affected by the warming heat that comes off of a campfire too, not just the humans.
The campfire now adds a 1 modifier to the Body Heat Generation Modifier within a range of 20. This should "really" scale with distance!
Added an optimization to the temperature simulation, such that if a unit has a body heat generation modifier of 1, which effectively nullifies the impact the ambient temperature of the zone has on the unit, then we simply don't do the calculations.
Movement speed now affect the Body Heat Generation Modifier, such that when running naked the temperature will slightly increase, while when standing still the temperature will fall.
Reintroduced Stat Linkers as strictly Stat Ratio Linkers.
Delta time now accumulates in Tick Temperature. Increased time to reach Ambient Temperature, for a slower tick till doom rate.
DecisionLog filter / toolbar layout tweaks
Temperature is now an Attribute rather than a Vital, and introduced Body Heat Generation Modifier Attribute. Unit+Temperature's TickTemperature will modify how much heat is lost from exposure to the Ambient Temperature of the Zone/Biome, by modifying change over the delta.
-decisionLog logs decisions for currently selected agent when started (if a single one is selcted)
-Decision Log logs when an interaction/ability 'fails' DM by filtering not finding any hit, rather than DSE.
-little fix in GoalSettings Validate()
Profiler hooks for Condition.Evaluate and Consideration.Score
Quality settings tweaked, max lod bias down to 1
Caught an NRE in BehaviourChain
Gating grass graphics option toggle
Save graphics preset + quality level in player prefs
Fixed a bunch of issues with the option UI
Fixed water GraphicsOption not working
Added GraphicsOption.Grass
Lowered Unit+Morale.TickMorale tick drain rate
PerceivedUnitData IsPercieved bool to aid in threat tick gating
Break BC if entity from BCD is nulled
Custom billboards mesh with pivot at the bottom, fade out clouds atlas texture, TOD tweaks
Use unscaled time for double click timing in PlayerCamera
Rest goal tweaks
Fixed NRE in Unit.FireProjectile
Projectile trailer renderer management fix
Updated item view prefabs
-profiler hooks revealing which species are causing havock with DM (UNSAFE!)
-A goal that's not marked for DM will warn about that in the editor
Added DataAsset.AssetNameDebug
UDM FilterBehaviourTargets success bool
GroupedCondition
Made DataAsset assetName non serialized
-decision log now can also show 'best decisions' (vs just best goal/gp/gpv)
More adjusting levels in atmos pieces
Atlas stuff.
Improved some meats.
Moved weapons into item atlas. (Fresnel is a bit weird atm in some lighting conditions.)
FX tweakery.
Weapons to greybox
Pick new attack every loop of attack execution coroutine
Fixed trail renderers destroying item views