19,298 Commits over 1,614 Days - 0.50cph!
-merged with main
-influence maps are now threaded, albeit still solid circles. Radiuses shall be in game units, and currenty there's no support for the 'influence' variable (but only for the radius)
Attributes start at their "positive" value (whichever value is > 0). Tweaked energy and hunger steps
Upped attribute modifier precision
AgentManager ticks every 5 TOD seconds
New game will always start at 6am (random month between March and August, random day)
Removed IResource
A little more Activity cleanup
Placeholder berries item view
Resources now dispense items (call the ItemSettings.Create method for now) when harvesting, they pop out and bounce around like idiots.
Did a silly thing and added OnSecond to TOD_Time, and use it in AgentManager to fire Ticks :x
Cleaning up Activity a bit, added CreateUnitActivity Action
Fixed GoToSmartObject directives compile error (ty resharper)
Fixed some annoying width crap in the editor UI
Removed PlayerBuildingControls from Player prefab. Skeleton of PlayerController+Building partial added
Renamed PlayerCameraControls to PlayerCamera
Ported interior/exterior transition stuff out of Player and into PlayerCamera
General refactor/cleanup of Player
Human views no longer flagged to apply root motion (caused weird offsets)
Hide human mouth plane
HarvestResource cleanup
Fixed weird ActionChain override bug (it wasnt null like it should've been)
Added GoToSmartObject Action. Currently the first tick fires the invoke and we wait for a OnDestinationReached Callback before calling on_action_done_callback, still actions don't seem to stop ticking.
"Fixing" some NREs in ActionChain
Added ItemSettings / Item / IItem
Reworking ResourceSettings / Resource
SmartObject reference now passed through ActionChain CreateAction and so forth
Re-wrote HarvestResource
Updated Before Editor tabs for Action and Resource
Fixed SmartObject Init setting incorrect subscriber count
Fixed SmartObject incentives list not being initialized
Fixed BeforeEditor CreateNewView naming skin transform incorrectly
PlayerController now handles smart object interactions in a nice generic way, so right clicking on any ISelectable with an SO component will call TrySubscribe for the first Incentive available
Deleted some old actions
Moved interaction interfaces to their own files
Shift/Ctrl modifier key handling in PlayerController
Added FollowWorldSpaceTransform() method to UIWidget base class
More PlayerController and interaction tweaks, killed some weird bugs with rect selection. Lots o' cleanup
ISelectable improvements, added widget and some listeners in GameUI
Cleaned up DebugUIZoneTab a bit
Fixed FoliagGroup material copying/assignment not working
Bad usings in species settings
New Startup/Logo UI for standalone build
Updated GSD for tribe changes
Merge from interaction refactor
Fixed drag rect selection
Updated GSD/GDS
Ported selection drawing prototype code to PlayerController
Fixed mysterious invalid gameobject error (Bear asset needed reimporting with the optimize transforms option...)
Expanded IController and ISelectable implementations
PlayerController replaces PlayerUnitControls, handles interaction for various types (Units/Buildings/Resources) and serves as a base for all selectables
Nuked PlayerUnitControls
Initial work on interaction refactor
Actually fixing that method
SpeciesSettings.GetViewPrefab NRE/index fix
Biome species list NRE fix
Fixed NRE in GroupSpawner
Fixed issue with species prefabs not being created properly
Species unit prefab now sets up all required components properly
Changed prefab naming convention ("." replaces "_")
Sepcies Unit prefab and view creation improvements
Improved View handling in Species editor
Fixed a couple of UI issues
Removed startup UI because startup UIs are silly. Game starts a new game on first startup, loads existing save if available.
Check out my abs (olute values)
Added some front-end calculation display for Attributes in the Before Editor
read/write INI files in persistentDataPath
Re-worked graphics options to work better and without bloated UI widgets.
Reading graphics options from ini files... not sure how this works with builds yet
Adding the new tonemapper and updated Candlelight plugin
-no, now everything clean and nice.
-merged with main anyway. Also, everything clean, everything nice
Ignore cleanup. /Assets/Scripts/Local now ignored. Please use for your filthy crap that no one wants.