19,298 Commits over 1,614 Days - 0.50cph!
Cleaned up a little bit in InfluenceQuery.
Generalized InfluenceQuery class.
Fixed misc IM and made it work with mask vs mask.
-enum sweetness (looping through elements, vs manual hardcoding)
Moving towards supporting mask vs mask testing for influence map type masks.
Cleaned up entity destruction routines a bit, overriding in Unit to make sure we remove ourselves and our Agent from their respective managers.
InfluenceMapEffector now derived from EntityComponent (TODO : make this configurable in BeforeEditor)
Improved list maintenance in Unit+Senses
Renaming Consideration asset files
Fixed missing directive in InfluenceAtPointConsideration, code consistency pass
Added SelfType and TargetType enums to ConsiderationSettings
-renamed namespace of InfiniteInfluenceMap
Fixed BeforeEditorTab.CreateTypeGroups not working
Cavemen should probably not be considered a threat in the context of the SO gizmos.
Better debugging of smartobject influence response. Each smartobject will now on OnDrawGizmos query the threat influence at their point.
Some tweaks to IM stuffs.
-added a ctrl+alt+b shortcut to open the data editor.
Tweaked the gizmo drawing of influence response a bit to display only for selected units.
Some tweaks to influence maps + added a slight hacky debug gizmo for influence per target (see Smart Object for DrawInfluence).
Species view creation automatically sets animator properties, including assigning a controller from the source asset directory if one exists
Deleting UnityVS on the repo
-checking in yesterday's temporary considerations.
Added toggle for IME gizmos
Added InfluenceMapEffectorEditor
Assigned anim controllers on all view prefabs
Fixes and tweaks after weighted object change
Entity now stores WeightedObject instead of EntityView for view prefabs
Expanding BeforeDebug a bit, all species can now be spawned in-game from the spawning tab.
A little InflueceMap.cs cleanup (redudant field initializers)
Fixed so that InfluenceAtPointConsideration Score returns the Score and not the Response.
Added the new Consideration to DSE for adding wood to the fire and harvesting resources.
Shifted the Influence At Point Consideration to its proper folder, and created a Unit.Any.ConsiderSafety consideration asset.
-not quite working implementation of a InfMap consideration.
Fixed bug with species creation where unit prefab wouldnt get assigned
Stopped HumanEditor showing handles outside of playmode (caused errors)
Nuking and moving some editor utils
Rename before debug folder
Fixed asset create not working for some data types
BeforeDebug work
Wolf prefab affector and rename
-made influence consideration more reasonable (ie. 0 influence safety = middle of the curve, -1 safety = 0, 1 safety = 1)
Moving editor files around a bit
-re-renamed units.wolf to unit.wolf
-moved influencemaptypes into its own file
-re-set humans with a 'safety' affector
-added a consideration for safetyAtPoint
Added Unit.CurrentZone property, set on init
Made GetEnumarableOfType faster by returning list of Type