19,298 Commits over 1,614 Days - 0.50cph!
Addding more stat modifiers to various effects, renaming stuff
Subtract 2200, 2198, 2197, 2196
Added atmospheric music 15
Re-assign the DecisionContext.Target earlier in DM
Agent+DecisionMaker grabs the nearest SOC child
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MusicManager randomises music using time/weather/mood tagging system
MusicClip tag creation from filenames
SteamManager + MusicManager stuff
Renamed all the music to match tags from google drive
Added atmospheric music 14
Added generic pick up score DSE
Commented out Google Analytics.
Commented out unity analytics
Fire FX tweaks
Added end trigger and stat mods to Freezing effect
Removed Burning VE from campfire
Fixed UnitView ragdoll rb list init
Added some tools for item attachment config to HumanViewEditor
AttachmentPoint now a monobehaviour, removed dummy transforms from human rigs
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UnitCanFindItemOfType consideration tests Unit.IsCarryingItemOfType
Unit items/attachment cleanup WIP, overload for IsCarryingOfType with out param
-debug on harvest materials score
Entity physics lazy rigidboy property
HarvestFood consideration stores a need in settings
TargetRequiredByTribe.ConsiderAsResource also considers machines properly
Removed ValueOfHarvest consideration
HarvestResourceSettings stores ResourceItemSettings, assigned by Resource during CreateInteractions
Resource.CreateInteraction gives interactions a new HashedId after naming
Removed some redundant/old consideration types (HarvestMachineResource, HarvestBuildingResource, ItemRequiredByTribe, ItemRequiredByMachine, ItemRequiredByBuilding)
TargetRequiredByTribe acts as a generic score for multiple target types (Item and Resource)
Create empty ACD if entity is null in ActionChain constructor
MAX_PERCEIVED_SMARTOBJECT_COUNT = 250
More tool pickup stuff and resource/item value consideration tweaks
Added resources to spawn debug window
Tweaks
Fixed ACD not initing properly when entity as null
People will pick up the required tools before harvesting and building when needed
FindRequiredTool uses Unit.GoTo
Add basic Unit.GoTo, used in FindItemOfType
WIP items as tools, lots of editor cleanup and improvement
All Items have DamageStats exposed in editor when they are holdable (in hands)
Added UnitCarryingItemOfType and UnitHoldingItemOfType considerations
Added optional RequiredTool to both ResourceItemSettings and BuildingSettings
Added FindRequiredTool Action
Added UnitCanFindRequiredTool Consideration
Removed Equippable
Agent Behaviour and DM ticks can be independently controlled
Disable Agent Behaviour and DM on Unit death
Building/Resource interactions all use positions
Activity cleanup/notification improvements/cleanup
Fixed notifications widget not being registered with the game UI screen
Human male ragdoll tweak