19,298 Commits over 1,614 Days - 0.50cph!
Fixed bad desitation in ExecuteBreedingGroup
Removing debug
Player cannot issues commands to units that are currently in a BehaviourGroup
WIP SmartObject InteractionPosition stuff
Added Sit By Fire Interaction
Human asset updates
Added TribeStartArea component
Tribe spawning now handled by TribeStartArea if one is available
TribeStartArea places a campfire and spawns 6 adults, 3 of each gender
Fixing BehaviourGroup (breeding works again)
fixed potential NRE in agent+stats
Fixed incorrect effect assignment in Action.ExecuteBreedingGroup asset
Added timer to stat modifiers, so that one now can optionally say a modifier should be automatically removed after N seconds. This should "probably" be based on TOD time, right now it's based on Time.time.
Merged Stat Changes branch to Main. This properly integrates Stat-driven Attributes and Skills + removes the concept of "step" from Attribute, replaced by the Tick Modifiers.
Tested tick modifier, looks like it works.
Fixed some minor bugs to the tick modifier system.
In "theory" ticking stat modifiers should work now, but will run some tests before I merge to main.
BehaviourGroup invite tweaks
BehaviourGroup execution testing
fixing some missing data refs
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Stat changes WIP. Tick modifiers almost done.
More nesting and reorderable list tweaks
BeforeInspector NestedEditor convenience method and cleanup
StatCollection.Human, StatCollection.Animal
Fixed potential NRE in Agent.InitializeStats()
Created an API to make it easier to make stat modifiers in code.
More StatCollectionSettingsEditor
StatCollectionSettingsEditor WIP
Slightly better API for StatCollection.
Integrated Stats with Attributes and Skills.
DecisionContext GetBonusFactor re-write
BehaviourGroup.Invite DSE Scoring
BehaviourPlanSettings constructors
Added BehaviourGroup.Invite(Agent agent) method, WIP scoring from Settings.InvitationDSE
Fixing and tweaking issues with Behaviour refactoring
Dont create ReoderableListDrawers for AgentSettings fields
Group is now derived from Agent
Removed IndividualAgentSettings
AgentSettings is no longer abstract
Added GroupBehaviour : BehaviourPlan
Added HuntingGroup : BehaviourGroup
Added GroupBehaviourSettingsWrapper
Added various empty/skeleton data for hunting group
Entity component init check
Behaviour constructor tweaks
SpeciesSettings and Unit cleaup
Entity init cleanup
SmartBehaviour constructor cleanup
Added Behaviour, from which SmartBehaviour now derives
SmartObject now derives from Entity
Item, Resource and Building now derive from SmartObject
Fix potential NRE in SmartBehaviour.Complete
better asset path lookup in BeforeEditorTab