19,298 Commits over 1,614 Days - 0.50cph!
StatTypes/StatTypesDrawer enum dancing https://highon.coffee/img/picard-shake-it-so.gif
-mouse cursor doesn't lock into game window anymore, on start. If unhappy, this can be fully reverted (and I can hack in a my-pc only way)
StatLinker algorithm method selection via reflection in StatCollectionSettingsEditor
Default CoreStats in StatCollectionSettings
One enum to rule them all
Fixed StatCollectionSettingsEditor not completing setup properly
Fix NRE in PlayerCamera+Input
Actual CombatEffectTemplate UnityEditor compile fix
Bear and mammoth mat twaeks
TOD tweak
CombatEffectTemplate missed #if UNITY_EDITOR
new mammoth idle
removed unused bones that shouldnt have been there
removed old mammoth anims
shaders changed apparently
StatLinkerParameters no longer holds the StatSettings ref, instead we pass it in to the Create method from the collection on init
StatCollection holds a new StatLinkerPair struct in place of StatLinkerParameters, StatLinkerPairs hold StatSettings and StatLinkerParameters
Fixed StatLinkerAlgorithm not being serializable
ticked enable lightmap and light probes as that makes it consistant with the human
Commeting out bad cast in CombatEffectTemplate.CopyTo
Combat effect templates stuff WIP
should stop floating when getting hit
First pass on adding a Math Algorithms API into the mix of things.
StatLinkerParameters now expose a StatLinkerAlgorithm unity event. Just need to expose it via the custom editor stuff (Bill).
cut down head markings on bear (still just on top of ear and under lip)
new shader for animals and setup on bear and mammoth
shader could be horrible
Moving combat related scripts around
Added CombatEffectTemplate, CombatEffectTemplateSettings
StatLinkerOperation tweak (added Divide operator back in because readability)
Added Power operator to stat linkers, allowed for multiple value modifications per operation
Some WIP commented out drawers
Ingore ID match when setting active goal from PlayerController
Condition wrappers can now flag a desired result via enum in the editor, DSE switches on this after evaluation.
Fixed people trying to steal items from each other
added attacks to controller and toned down head bob on run
Refactoring Unit+Item/Attachment handling to be a more flexible and robust
Unit+Combat calculations now account for resistances to damage types, mitigation from attributes, and weapons (plus their procs)
Added DamageTypes and DamageResistances to Species combat params
Added DamageTypes to WeaponParams
Added HoldItem flag to PickUpItemSettings
Added AttackSpeed attribute, used in combat timings (value*(100/1000) = delay in seconds between attacks)
Added AmourRating attribute, used in combat calculations as mitigations (exposed in data, so optional)
Weapons data for both spears and rock items
anims are pretty rough sorry, will polish them once seen them in game
Removed SmartSubscription.IsActive, fixed some issues with SmartObject subscription
Player GoTo fix
CanFindBuildingMaterials filter NRE fixes
Agent Manager is now slightly smarter about how it updates its agents OnSecond and OnMinute.
UnitManger unit ticks per frame to constant
TOD day length now 48 real minutes
UnitManager tick optimisations
Unit+Sense profiler hook removals
End profiler samples properly in Unit+Senses FindPerceivedUnits
ValueMitigators added to CombatEffectParameters and Unit+Combat
Removed use of generics in Agent+Stats GetStat methods, rewrote with type specific methods (GetAttribute, GetVital, GetNeed, GetSkill)
Cast caching in Stat+Properties
new mammoth
test on deer to get animals working with generic controller
Foliage _test folder, with crappy fruit mesh experiments, nothing to see yet, shoo.
GoToRandomSpot tweak
BeforeDebugObject revived and fixed
PlayerGoals get named
Unit+Combat applies combat effect value mods correctly
Lots of stat tweaks
These apples had bad normals.
Fixed NRE in UDM.FilterBehaviourTargets
UDM doesn't use delegates for adding decisions after entity filtering, because reasons (this kills the GC)
Condition filtering refactor WIP, this kills the GC
DSE profiler hooks
-silly IMs don't produce any more garbage (silly CombineQueries is sillier now tho)
-removed old infmap consideration types (InfluenceAtPointConsideration and ThreatConsideration) and related assets
-added IM considerations to abilities and interactions, where fitting
Cleanup PlayerCamera, Follow no longer relies on events but just nullchecks the PlayerController's selected units list and follows the first (see http://jira.facepunch.com/browse/BEF-144)
Unit tick profiler hooks