19,298 Commits over 1,614 Days - 0.50cph!
Potential NRE fix in GoToEntity
fixed zooming not working due to previous merge
Made raycasted orbit target optional, configed in Orbit options on PlayerCamera
Somewhat messy merge with 2399
GoToSmartObject fixes
TOD and Camera tweaks
-cleanud input partial a touch
-camera curve was still unset, set it.
Added OnPlayerOrbitStart/OnPlayerOrbitStop to PlayerCamera
Cursor widget hides itself when the player is orbiting
Moved CameraCurve and CameraRotationCurve to their own files
-made UnitCanFindCraftingItems safer.
Find a weapon added to attack ability action chain
FindItem ends early if not human
-more cleanup
-fixed some raycasts not perceiving layermask
-camera v4 ported to main, hopefully keeping bill's changes
-fixed issues with following (was still using old system)
-reworked CameraRotationCurve (tho still kinda temp/shaky)
-cleaned up old vars and comments
subtractive merge from 2382 because derp
All animals used the same generic Agent settings asset
SpeciesSettings.Physiology stores a list of stat modifiers to add on init
Animals have the Form Breeding Group Ability
Added Sleep Ability
Added Sleep Effect particle FX (zzZzZzzz)
Added a Target Threat Consideration to the Attack Ability DSE
Misc debug cleanup and log removals
Made weather change less frequent, cleaning up debug window
Stat modifers and asset tweaks
Refactoring Machines
- Machine processes can now be dependant on other processes
- Added ItemOutput MachineProcess
- Added Cook Meat process, cooked meat assets
- Burn Fuel process on the Campfire now supports different durations for any given input entity
Fixed NestedEditorDrawer errors
StatCollectionSettingsEditor
Added Sleep Need and linkers for energy and hunger
Added Need For Sleep consideration
People eat people.
Added meat items data and assets
Renamed GoToDistance > GoToEntity, checks destination against target position in RunImplementation (acts as a Follow Action)
Added HarvestFromCorpse Interaction (doesnt use iPositions like the standard HarvestFood)
Added DeerCorpse Resource
Fixed some editor errors
Effects from active weather will be applied to newly created Units
Rain tweaks
Added human corpse Resource
Unit+Resource handles creation of a Resource on death
ResourceSettings.Create(Entity from_entity) overload for creation of resource using an existing Entity's View
Species data refactor, store shit in small serialized parameter classes
Species Resource settings boilerplate
Removed using UnityEditor.iOS.Xcode directive in FixedArray (hi ptrefall)
Increased spawn densities, more sticks should spawn in forests
set BaseValue property not local field in Stat+Tickable
statBaseValue to baseValue
Fixed Effect applying modifiers regardless of whether the agent actually added the effect. Agent.AddEffect now takes an EffectSettings and creates the Effect instance internally
Clamping statBaseValue
Removed some LINQ in Agent+Effects
Removed some leftover Need evaluation code from Agent
Removed hourly tick code from all Agent code
Renamed AttributeConsideration to StatConsideration
StatLinker stores LinkedTo stat
Fixed SSAO/CB shenanigans
MinValue and MaxValue moved to StatSettings/Stat base