19,298 Commits over 1,614 Days - 0.50cph!
Reflection probes enabled in Low quality settings
Fire FX sprite tweaks
-broken assets unbroken
-cavepeople refuse to collect sticks from under wolves.
Water2: quality control exposed in inspector
Water2: added force enable fallback normals to material params
Added filter func to the RLD constructor call in AgentSettingsEditor, rejecting any Abilities flagged as global
Made the goals and abilities list drawers in AgentSettingsEditor unique
NRE error log in BehaviourCain where interaction target is null
ActionChain UnityEvents replacing System.Action
Unit+Combat effect stuff
-new InfluenceMapConsideration type, added in PickUp ability
Switched fx_embers and fx_smoke to "Before\VertexLit Blended"
Added internal combine normals override so we can use "Camera" to support forward "Before\Skin" in AO; switched mode and tweaked depth threshold to avoid halos
Added "Before\VertexLit Blended" for particle fog/scattering support
Misc shader work
Deleted un-used third party : ParticleScaler and Sonic Ether Bloom + SSAO
Unit+Animation NRE catches to avoid errors for now, needs debugging (NRE ln75 RemoveAnimationEventListener)
Re-instated individual Agent ability storage, added IsGlobal flag to BaseBehaviourSettings (lazy because I don't want to cast to AbilitySettings at runtime...)
More Weapons data/boilerplate
Refactored Stat+Modifiable quite a lot, no longer using events to deal with modifiers of different types being added or removed to the stat, instead it's all done within the Modifiable partial
Renamed Stat+Tickable to Stat+Tick, now simply handles ticking!
Added a "Change" type to StatModifierType, essentially ignored by most of the stat modifier system, instead on Add it just changes the stat's currentvalue (base) by whatever Value is defined in the StatModifierSettings
Fixed AddUnitFlag not working
Minor Effect stat mangement refactor for better clarify
WeaponParams boilerplate for weapon specific effects, stat driven damage and range limitations
Fixed some Effects adding the wrong flags
Refactored Stat+Modifiable and Tickable partials to use FixedArray for grouping modifiers by order
Fixed items not having colliders
Some combat related tinkering, AttackEntity action tests
Fixed EntityCondition item filtering not working as intended
Fixed (potentially) some bugs in Unit movement related actions, callbacks etc
Some ActionChain refactoring, exposing behaviour, target and data through properties rather than drilling up into the AC from Action
Fixed Action HarvestResource not having a target
Data : People now gather resources for unbuilt buildings, they will also find tools and construct the buildings once all resources have been deposited to the stockpile.
Code : Added "IsRequiredToolForBuilding" to the BehaviourChainBuildingFilterSet, which allows us to filter for Items that match the ID of the Building's required tool, accessed from BCD.
Behaviour chain DM filtering expansion, allows for filtering by entity type, ID and now testing against a filter specific to BCD data from preceding elements
Speedtree billboard shadows
Nutritional values derived from real kcal.
NRE catch in SpawnHandler
Should fix GC in UDM (moved decision delegate to a method rather than a silly evil closure)
DSE only generates logging data when the DecisionContext.Myself.Agent is the selected for debug
-DecisionLog starts up with logging enabled, and automatically disables it on close too
this should fix the females shoulders being in the same place as the males and looking odd, female uses its own avatar instead of the male, it might need tools updated to build correct avatar to asset
Improved/standardised read/write to BehaviourChainData, updated all GoalPlan BCs (with help from mau)
Re-organised Content/Items into category folders
Amplify AO prefab settings
checking in because I need to dirty all assets
Added missing Encoding.cginc dependency for occlusion
Moved shaders to Content/Shaders and replaced paths in shaders that used it
BehaviourChainData property mapping exposed to data
There may be bugs
Fixed missing edibles and renamed some things.
Amplify Occlusion added to player camera but disabled because errors
Ocean tweaks, foam textures
BCD properties, StoreTarget mapping via enum
Ported over new SSAO implementation from Rust
Set all item views to 0.5 min interaction distance
Exposed minimum interaction distance in ItemViewEditor, also set default to 0.5 units
PickDesire action calls new Agent.SetActiveDesire method, passing in a filter defined in the action settings
Removed desire creation from CanFindBuildingMaterials (renamed)
Added CanFindAnyMaterialsForBuilding condition type, which checks whether a Unit can find (either/or) any materials on the Building's requirements list, or Resources that can provide any of those required items
Refactored Building quite a bit
Fixing some EntityCondition data
Building 3 plan structure (data incoming)
-removed HasRequiredToolCondition