19,298 Commits over 1,614 Days - 0.50cph!
-condition for hasRequiredTool (not yet implementing desires)
-some reordering of goals+plans for building
-decision log starts up with logging enabled
-readded filtering by state for buildings in entitycondition.
-camera keeps moving when orbiting while following
Machine conditions can check if the required process is running, available
Fixed UCFEC not applying entity component filters correctly
Fixing some condition data brokeny refactor
Added EntityComponent filtering to EntityCondition
Cleaned up Machine/MachineProcess a bit
Lots of data changes
Fixed bad skin update stuff in BuidingView
Goals data
Some data tweaks to get fire related goals working again
Removed unused params in river shader
Agen.AddDesire checks for existing desires (params id comparison)
DSE runs AddAgentDesires when exiting early due to Condtion eval failure
Fixed DecisionContext not reigstering Desire requests properly
Bulk action rename
Data save
Fixed Agents not ticking DM
Made Desire system generic, adding params classes for data exposure
Added a DesireFilter system used in DesireCondition
Exposed DecisionLayer and ConditionType data as readonly fields in Condition & Consideration Editors
Water specular and smoothness control (doesn't affect SSR)
Updated amplify motion to v1.7.1
Fixed water hot reloading errors
Renamed CanFindOrCraftTool to CanFindRequiredTool condition, also removed the crafting items check
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon
missed these in lasts checkin
re-export of all human data to go with new rig (unfortunatly not polish work yet)
setup wolf deeer and bear to use a generic animal controller with overrides, *warning* building properly with tools will probably revert to old controller
TOD/Water tweaks
Added Petur's Auroras back into the SkyDome prefab, upated the shader with more exposed values, re-scaled the asset and split it into several submeshes
EntityView scale fix
Added Ground layer to TOD reflection mask
TOD prefab + default XML reflection cubemap masking fix
Patched TOD to allow deferred atmospheric computations (only missing global sky mask)
Desire.IsFulfilled in favor of a crappy update method
CreateBehaviourGroup tweak
Agent DM execution management tweaks
Removed BehaviourGroupConsideration
Work in progress on generalizing DM goal processing a bit.
ItemDesires no longer have a quantity property, simplifying desire management somewhat
Ported Desires to Agent+Desires
Fixed river shader going over interpolator limit
Touched ocean and river shaders.
Updated ocean mesh with more border rings, ring spacing modifications for higher distant fog accuracy
Added support for global fog in water and rivers for more seamless integration
Added terrain specular gloss control per-splat (requested by Petur)
Updated shaders to 5.3.1; added normal encoding aware deferred reflection shader override
Merged in speedtree shader fixes from Rust
Merged in water2 updates from Rust (wip; global fog support pending)
Added initial fog support for transparent surfaces (shader mods later)
Changed sky dome probe reflection culling mask on TOD profiles to sky-only (was breaking water refls)
Added "sort by decision weight" button to GoalSettingsEditor, which does that
UnitCanFindEntityCondition will create a new ItemDesire when it can't find the requested item (provided Id filter is present)
Build Goals re-organisation
ItemDesire files
More desires and ECF tinkering, NRE catchers (+ warnigns) in DSE constructor