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19,298 Commits over 1,614 Days - 0.50cph!

6 Years Ago
Killing random loose mats Rebaked island002/003/greenbox and added TribeSpawn topology areas Removed "parameter" based creation of triggers, conditions and attribute modifiers Shifting Before Editor to a better nested/inline editors approach (most Effects will not work for now)
6 Years Ago
-activities all use autoproperties for consistency -adapted to the new format (ie. can now define activity raising in editor, as an action)
6 Years Ago
decor spawn fix
6 Years Ago
Added TribeSpawn topology layer Cleaning up FoliageTools a bit Cleared out smartobject_test Added swamp_test scene
6 Years Ago
Added a string extension that lets us color strings. Might be nice for more readable debug logging? Testing on GameManager.
6 Years Ago
Weeping swamp tester for Bill.
6 Years Ago
Swamp bank test, maybe I made smartobject_test really bad for testing and more of a biome vignette. Whatves!
6 Years Ago
Missed a bit
6 Years Ago
Added DrawActivityParamaters to BeforeEditorLayout
6 Years Ago
-unbreaking the broken
6 Years Ago
-generic activity system wip
6 Years Ago
Croc/terrorbird import and asset setup BeforeAnimal shader now supports optional valpha as blend or tint
6 Years Ago
bad directive
6 Years Ago
HumanView randomisation placeholder, split IK to partial
6 Years Ago
Reset the step value of hunger to -0.1
6 Years Ago
debug twaeks
6 Years Ago
Fixed NeedSettings not creating triggers from paramaters on init
6 Years Ago
human imports, attachment mesh filter/renderer cleanup in view creation
6 Years Ago
Added scoring for a unit's need for food to the Value of Harvest consideration, but looks like we're having some issues triggering the Need.Food. Will have to solve that before this change can be tested (it depends on needs).
6 Years Ago
Fixed the duplicates in radial menu for when holding two or more items.
6 Years Ago
If there's multiple items of same type, only display one of them in the radial menu.
6 Years Ago
Changed Consideration "Weight" to "Contribution", a better name for something limited to [0,1].
6 Years Ago
A Consideration can now be weighted, so that the less you want it to be taken into account at scoring a decision, the less the value should be. The weight is limited to [0,1].
6 Years Ago
zone editor fix
6 Years Ago
good words
6 Years Ago
Seasons editing tweaks, moving classes and enums out of BiomeSettings
6 Years Ago
ignore zone spawn overrides when not in editor zone editor cleanup
6 Years Ago
TOD hacks (inspector buttons for XML import/export) TOD XML loaded from Biome once again (and in editor when switching Biome on the Zone inspector) Added Swamp Biome (copied from Temeperate) and TOD settings XML
6 Years Ago
debug tweak
6 Years Ago
Added RequiredByMachine and RequiredByTribe Item considerations Added Description field to MachineProcessSettings for editor comments Added GroupManager skeleton (not doing anything yet) FuelToEffect machine process now overrides OnMinute logic, burns for one duration per input entity Value OfHarvest consideration now scores against machines from the known buildings list too Improved (though somewhat hackily) callbacks between pathfinding actions (GoToSmartObject) and Unit Pathfinding, should fix most issues
6 Years Ago
Skydomeeee
6 Years Ago
mats
6 Years Ago
Human updates Teepee update Adding some IK stuff to HumanView (wip)
6 Years Ago
-IM queries now take an optional weight parameter, so threatening things can be differently threatening
6 Years Ago
Added interactions based on intention for harvesting stuff, etc. Fixed some minor NRE issues related to activity.
6 Years Ago
Reverted step value on Health
6 Years Ago
6 Years Ago
Cleaning up some Building and Machine code. Cleaned up old removal routines for Unit Senses Added missing Berries item view
6 Years Ago
Fixed issue with Buildings init not working properly
6 Years Ago
Added MaxInputEntities to MachineProcessSettings Added InfluenceMapEffectorParameters, included in EntitySettings and used to create effectors on init Updated Before Editor with some of the new data (inf map, predator list for species etc) Removed requirements from campfire Fixed NRE in ActivityManager
6 Years Ago
Species predator list uses WeightedObject Added DestroyOnUnsubscribe to SmartObject Added OnSmartObjectDestroyed callback Improved object destruction in GameManager Player RMB now creates a Go Here Smartobject and subscribes the selected Unit Only SmartObjects where ScoreForDecisionMaking == true will be tracked by Unit+Senses (it's on by default)
6 Years Ago
Added SmartObject GoHere SmartObject now has an overide for DM scoring
6 Years Ago
Rebaked island 002/003 maps
6 Years Ago
Fixed some issues we had with new IM. No longer clamps results prematurely, and we now use the SO's position for querying the debug visualization rather than the unit's position.
6 Years Ago
Made IM debug gizmos use custom colors (yay transparency)
6 Years Ago
Player can select any Entity when playing in the editor
6 Years Ago
Nuked flags utility
6 Years Ago
Added NaturalPredators list (of species) to SpeciesSettings Added some species sepcific IQ preperation methods to Zone+InfluenceMaps, which prepares queries using the afformentioned species data Reworked IM a bit, removing the flags type enum Added BeforeDebugObject component , for deferred (not the rendering type but the english word, yo) gizmo drawing Derived SpeciesInfluenceMapEffector Split out IQT and IQCT enums to files Probably some other stuff I forgot
6 Years Ago
Added a DSE for constructing buildings, that wolves and bears don't rush to your camp to help out...
6 Years Ago
Minor tweak in InfluenceQuery.