19,298 Commits over 1,614 Days - 0.50cph!
-merge with main
-little fix on unity+sound
Split BeforeEditor in partials and improved tab handling
A few tweaks to Maslow levels for Interaction + tweaked so distance yield less score.
Added a test in CanAttach that says IsAttackmentPointValid, rather than to expect any dictionary lookup will result in a valid value.
Animal DM, assigned to all animal agents
Decisions for current and last tick is now cached. And rather than instanciating new decisions, when there's room the content of a decision is just replaced with new data to reduce the number of "new" calls each decision tick.
Properly cleaned out "incentive" and replaced with better interaction handling.
added biome_test scene
fixed issue with WaitForClipFinished in Unit+Sound
some hacks and workarounds in world and zone to allow scenes with multiple zones to load properly
-cavemen can now whisper sweet little nothings in each other's ears.
-merging from main
-genuflecting at the altar of Plastic
BeforeEditor history fixes
Before Editor tool bar + back/forwards buttons and history
Added Unit.Noise float property, set to 1 when playing sounds
-storing squared distance and viewing angle, together with the units, for future use
-merged with main
-made some groundwork for hearing
Updated Human View prefabs (exposing RigHead xform)
BeforeEditor tinkering
- Fixed some inconsistencies with changes from main
- Added a decision tick rate to Agent+DecisionMaker, that can be configured in DecisionMakerSettings.
First draft Decision Maker system.
Added support for picking up items into a carried container. Containers have a max weight and max volume, used to determine what can be deposited into them.
Added Volume and Weight properties to ItemSettings
Added Hand Basket (carryable container)
Added two new carry/holding anim poses
Added some placeholder female sounds
Island002 tinkering + navmesh
SpawnPopulation editor and weighted randomisation
More normal map bake hacks
Attribute.Simulate() now calculates the step value when playing in Editor
-watching now comes from the head.
Added optional Snow Accum Offset; toggable via "EnableAccumOffset" in TerrainWeatherExtension
-added cool profiler tags for perceiving units, like we got in grasspatch
Fixed building rotation not aligning to ground normal
Updated SE plugins
Fixed UI not blocking raycasts
RMB cancels building placement
Fixed splat tints not updating on terrain => added TerrainBlendExt.UpdateMaterialParams() to SetSeason
Rain FX remake. (Only calibrated for night atm)
Added Unit+Sound with PlaySound method (takes a sound type enum param)
SpeciesSettings now runs LoadUnitSounds from OnEnable, and stores sounds in a dict (gender as the key). Added FindUnitSound method to retrieve sound using ender and sound type as above.
Units now play sounds when seleced, deslected and given orders/succesfully subscribed to an SO by the player
-FOV
-some little debuglines display FOV cause the fancy handles sounded complicated.
-Added a UnitsManager based on AgentManager
-Added a Tick to Units
-And a new layer 'Senses'
-little guys now 'perceive' units around them and know which one they can see (just a straight raycast currently, fov incoming)
These chicks is women... they like that all the time. https://www.youtube.com/watch?v=xauKgEX7PeQ
-Plastic is the devil (merging main, in a spanking new workspace -_- )
Updated View AttachmentPointOffset data for stick, axe, spear, log, basket and rock
Made SceneSaveHook not shit
Updated ItemView/ResourceView and BuildingView with custom handles for SO interaction distance
Moved AttachmentPoint transform offset handling to ItemView, updated custom Editor with buttons to copy/save the current transform data for each AP
Only check colors of valid splats for grass meshes if smooth color transitions are disabled
Fixed greenbox scene
Moved Spawn/Decor/Grass assets into Resources/Settings/World
Updated Candelight Handles (maur