19,298 Commits over 1,614 Days - 0.50cph!
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)
-activities all use autoproperties for consistency
-adapted to the new format (ie. can now define activity raising in editor, as an action)
Added TribeSpawn topology layer
Cleaning up FoliageTools a bit
Cleared out smartobject_test
Added swamp_test scene
Added a string extension that lets us color strings. Might be nice for more readable debug logging? Testing on GameManager.
Weeping swamp tester for Bill.
Swamp bank test, maybe I made smartobject_test really bad for testing and more of a biome vignette. Whatves!
Added DrawActivityParamaters to BeforeEditorLayout
-generic activity system wip
Croc/terrorbird import and asset setup
BeforeAnimal shader now supports optional valpha as blend or tint
HumanView randomisation placeholder, split IK to partial
Reset the step value of hunger to -0.1
Fixed NeedSettings not creating triggers from paramaters on init
human imports, attachment mesh filter/renderer cleanup in view creation
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).
Fixed the duplicates in radial menu for when holding two or more items.
If there's multiple items of same type, only display one of them in the radial menu.
Changed Consideration "Weight" to "Contribution", a better name for something limited to [0,1].
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].
Seasons editing tweaks, moving classes and enums out of BiomeSettings
ignore zone spawn overrides when not in editor
zone editor cleanup
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
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
Human updates
Teepee update
Adding some IK stuff to HumanView (wip)
-IM queries now take an optional weight parameter, so threatening things can be differently threatening
Added interactions based on intention for harvesting stuff, etc.
Fixed some minor NRE issues related to activity.
Reverted step value on Health
Cleaning up some Building and Machine code.
Cleaned up old removal routines for Unit Senses
Added missing Berries item view
Fixed issue with Buildings init not working properly
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
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)
Added SmartObject GoHere
SmartObject now has an overide for DM scoring
Rebaked island 002/003 maps
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.
Made IM debug gizmos use custom colors (yay transparency)
Player can select any Entity when playing in the editor
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
Added a DSE for constructing buildings, that wolves and bears don't rush to your camp to help out...
Minor tweak in InfluenceQuery.