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101 Commits over 91 Days - 0.05cph!
-removed offending comment
-some self-help comments whilst reading up on the decisionmaker code
-perceived SOs are being passed from Unit, on to the agent.
-units now also 'see' smartobjects (items,resources,buildings)
-they remember SOs they saw for some hours (currently 6) after which they forget.
-FOV displayed with candlelight
-merge with main
-little fix on unity+sound
-cavemen can now whisper sweet little nothings in each other's ears.
-merging from main
-genuflecting at the altar of Plastic
-storing squared distance and viewing angle, together with the units, for future use
-merged with main
-made some groundwork for hearing
-watching now comes from the head.
-added cool profiler tags for perceiving units, like we got in grasspatch
-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)
-Plastic is the devil (merging main, in a spanking new workspace -_- )
-commented influence map file quite heavily
-added a find maxima in radius function
-added influence thread manager under globals in startup_scene
-better threading/threadsafetying I think.
-more work on the threaded map manager.
-aside from the threaded bit needing to look up a vector3 (boo), which will need to be either processed or changed, the threading is threading fine now.
-some of the constants are being ignored vs constants passed in as arguments
-threaded k-d generation is nearly really threaded!
-tehfancy infmap, first iteration.
-your humble subject, begs at your feet for merging with main, oh Dark Worldestroying Machine
-committing absolutely nothing, trying to get out of plastic hell
-merged with main
-fixed bug with focus point of camera rising
-consequently tried to fix, again, camera dropping jerkily from atop hills. Sort of succeded for most cases.
-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)
-no, now everything clean and nice.
-merged with main anyway. Also, everything clean, everything nice
-pushing to merge with main
-and moved it somewhere reasonable
-also added ignore for a link to the unityLog on my machine.
-readded tester and its editor, seem to compile fine now
-calling end_of_action callback in HarvestAction
-hopefully one-day-useful comments on Action
-fixed some little gubs in SO
-some files I didn't add yesterday, that may break berrypicking in case someone was to just load the scene and try.
-managed to get an action happening, going through resource's so, onto being called on the agent, onto delivering an item to it.
-added 'canBeCarried' to resourceTab
-added some tooltips in resourceTab
-Resource inherits from Item
-Trying my hand at harvest resource again, to flesh it out some more and eventually let the cavemen harvest items.
-Food incentive, and an SO and Resource and Views for a berrybush
-resources spawn with the correct view now
-removed OnRanOut from IResource too.
-cleaned up now unnecessary functions in Resource.
-disabling and enabling incentives, when a resource becomes empty or destroyed
-added some support for forgetIfInterrupted, in editor, smartobject, smartbehaviourstack and smartbehaviour, will need to test it at some point!
-merged main
-minor changes in PlayerUnitControl
-added a new constructor in SmartObjectSettings
-commented ResourceSettings a bit to help with understanding the parameters.
-changed a couple of varnames in ResourceSettings
-extended resourceTab with all the new options.
-merged with main