19,298 Commits over 1,614 Days - 0.50cph!
Fixed BehaviourPlanSettingsWrapper not storing EntitySettings where it should have
- DecisionPlanParametersDrawer tweaks, foldout
- Fixed Foldouts in GoalSettingsEditor
- Renamed DecisionPriorityLevels
Backup in case this wrecks the terrain.
hopefully rollingback this file as I checked it in accidently
exposed bones on human rig and added pickup events to the pickup anims
Now handling the copying of content between Agent's GoalPlanVariant and DecisionMaker's variant.
new human model from petur on a new rig. Some(all) of the animations are very rough or just wrong so to be fixed soon.
human female remains unchanged to use as refrence but will be replaced soon
- GoalSettingsEditor child goal/plans in Foldouts
- Added EatCookedMeat GoalPlan
- GoalPlanSettings.BehaviourChain stores new BehaviourPlanSettingsWrapper, allows for filtering of target entity type for DM
-merged new bits and bobs about IMs
- BehaviourChain.EnactInteractionDecision uses Decision.Context.InteractionPlan.SmartObject as target instead of Decision.Context.Target
- Ensure all Items which are flagged as Consumable have the Consume Interaction
- Goal data tweaks
- DecisionPlan stored property in Goal/GoalPlan, not a field.
- GoalPlanVariant creates BehaviourChain
- Added GPV.OnCompleted event
- GPV.Add and GPV.Clear deferred methods for BehaviourChain
- BC no longer creates BehaviourPlans from settings in constructor
- Added abstract BehaviourPlanTypes property to BehaviourPlanSettings
-InfluenceThreadManager is a proper ManagerSingleton now.
-some more profiler hooks (tho they bring no joy)
-ThreadedAffectorData changed to use fixedarrays, be a class, and be reused in InfluenceMap
- Fixed TryWearItem calling the wrong thing
- Updated human view prefabs (should fix error spam)
- Split Unit Wearable handling into it's own partial
- Call Animator.Rebind() after Unit puts on a Wearable (fixes clipping/skinning stupidity)
Un-peturing the Temperate Biome, added Biome.PeturDevil for biome_test scene
UnitImportWizard AttachmentPoint handling
More work on Goals and DM integration.
- Renabled grass
- Tutu wearable prefab material fix
- World debug auto refresh includes terrain config changes
Stop BeforeDebugTabWorld trying to update when not playing
- More Wearables groundwork
- Refactoring EntityComponent, added EntityComponentParameters for 1:1 mapped, single type component settings (container, IM effectors)
- Removed usage of TryAdd in Entity (@ptrefall lets look at this again after Goals/SOC)
- Added ItemParamaters, derived types for Consumable, Physical, Craftable, Wearable and.. Weapon(able)
- TriggerSettingsEditor tweak
- Effects debug : can now add remove effects on selected unit
- Trigger editors nested in EffectSettings
- Made StatMeasurementDrawer less shit
- Stats debug cleanup, added stat value edit thing
- Fixed Safety having max value of 0
wip animations and rigging
- Added auto update/refresh for biome data on the world debug panel
Added World tab to the Before > Debug window, with season dropdown and set button
- Merge from PlanConsistencyExperiment aka the worst branch name ever
Asset save, dont bother storing InteractionSettingsWrapper anymore
- Added ManagerSingleton, Manager no longer always a singleton
- Renamed World to WorldManager
- ItemSetings now stores a list of Interactions when held, enabled/disabled accordingly in Item, plus some editor trickery to make sure they're always added/removed from lists when IsCarryable is changed
Fixed issues with stat modifiers
Removed IBehaviourPlanSettings, replaced with BaseBehaviourPlanSettings class
DecisionPlanParametersDrawer Considerations list fix
- Merge from stat_modifiers_refactor
- Converted StatModifier to use params instead of settings data assets
- Nuked all BehaviourPlan data (Interactions/Abilities)