19,298 Commits over 1,614 Days - 0.50cph!
some camera tweaks and cleanup, made cursor a widget, added widgets list to UIMangaer (TODO: tick all widgets from the manager instead of screens?)
-some more profiler samples
-reinstated CurrDistance to draw shadows.
-hackily removed world cursor to get a feel for the camera without it.
-reverted previous commit
-merged
Subtractive merge cs2039 (camera v3)
triggerDeath no longer defaulted in DeerController
Remade deer sans ragdoll until I fix all the craziness. SetAnimatorParameter returns early if Unit.AnimatorEnabled is false (prevents warning spam killing performance too)
Player prefab update to fix issues from merges
Remade deer ragdoll, updated prefabs
Merge from DM Generalization branch.
Fixed bug introduced by my changes to Breeding Group and invitation plans.
Behaviour Group now runs it's Invitation DM through the Behaviour Group Decision Maker.
More DM generic stuff. Got Unit DM completely moved over now, that DM itself is generic. BehaviourGroup DM and Group DM left.
Made the Google Analytics group events by species.
-new camera test:
ctrl - to get your cursor back
mmb / alt - orbit around the point
space+lmb - drag view around
and the rest is the same :)
-merged with main, added a cheaty barebone version of JumpTo so camera spawns on the tribe.
Meager start of generalizing decision maker to support more than just Units.
-camera v3 with Bill's suggestions
Fixed code line in Analytics that CustomEvent actually works.
Dead Units return in tick and update
Destroy Unit's Agent on death
Fixed some issues with Agent/Group/BehaviourGroup disbanding, destruction and tick conditions
Added Agents tab to debug window
Fixed some bad StatModifier refs
Added google analytics
Applied analytics event to Agent+Behaviour's AddBehaviour.
Debug view tweaks
Fixed Dead flag not being applied by Death effect
EntityViewEditor and derived tweaks, added editors for additional EntityView types
Added Interaction Positions to Berry Bush
Units now consider target unit personality compatability in the Form Breeding Group DSE
Added Scion PP back on to the player camera
Replaced crappy EnumMaskDrawer with Andre's super simple alternative (fixes conflict with Scion editor scripts)
Human IsSelectable if Tribe == PlayerTribe
Units are assigned a random PersonalitySettings on Create
Added PersonalityConsideration, UnitPersonalityConsideration (target match or compatability and contextual match respectively)
Changed AttributeTypes enum to None, Physical, Mental
Added some Mental Attributes
Added some Personality data
Added Unit+Personality
Cleaned up SpeciesSettings.Create / Unit.Initialize a little so we dont have to set age and gender before init
Added StatCollections tab to BeforeEditor
Added PersonalitySettings DataAsset
Removed StatModifiers from StatCollectionSettings
Commented out shitty StatCollectionSettingsEditor code
Unignored an icon for editor
Moved some scripts
Added Scion PP back to the project (not on camera prefab yet)
Unit+Flags partial
Renamed Unit+Sound to Unit+Emotes
Added EmoteSettings
AudioManager/states/source types tinkering
Foldout editor for additional selected asset in BeforeEditor (toggle button in toolbar)
Added option for removing any occurences of null in a FixedArray when we Add or Remove elements, defaults to false though...
Rename RelationShipConsideration > IsRelatedConsideration
Added ThreatConsideration (returns weight of target unit's species in the unit's predator listing)
Camera v3: sketched more basic functionalities
Removing TestFixedArray lines in Unit+Senses
Remove now tests for duplicate entries.
FixedArray now implement it's own Contains function that's limited by Count...
Entity destruction tweaks
FixedArray now accept the "Check if already exist" flag, which we need when adding anything "surrounding" due to the nature of "physics triggers".
Added debug print to OnSmartObjectRemovedSenses.
More complex testing of Fixed Array.
Added a Test scene for FixedArrays.
Some touchups to FixedArray
Updated human assets and fixed some issues with prefab creation and updating in BeforeEditor
shouldn't set any elements in FixedArray to default(T) unless removal allows it.
Cleaning up Removal a bit in FixedArray, still a little bit of fiddling left.
Removed the warning for when an element in the array is null.
Consumable.Consume() calls SmartObject.Destroy instead of the entity base method
Unit+Senses removal code tweaks