17,530 Commits over 1,614 Days - 0.45cph!
UnitViewUtility adds a NavMeshAgent to newly created views
Added ConditionUtility with Evaluate extension method for lists of ConditionSettingsWrapper, updated applicable usages
initial goal level role scoring implementation
animal data; sleep patterns, diet, gestation
AssetListDrawer can now optioinal show object element types as an AssetMenu
RoleDefinition holds a set of ScoreConditions for evaluation during role score comparison
Added RoleDefinitionEditor
GoalSettings holds GoalRoleParameters
WIP Seasonal dietry stuff
fixed time range overflowing
animal data; sleep patterns, diet, gestation
Added support for Seasonal sleep patterns
Moved some navigation related settings to NavigationParameters
Rally/Home icons
Added role gain to some cooking interactions for testing purposes
Home & Rally buttons added to UI
Before/UI Mask ported to ASE
some kind of attempt at code to make the corpse meat chunks dissapear when used
Removed ExternalAssets folder, which contained the projects for GameSaveData.
Removed GameSaveData dlls and the ProtoLoader interface that accessed them.
Removed last pieces of GameSaveData namespace from our code.
meta file changes for some ase samples
trying to make deer show how many bits of meat are left on them
Removed maxNumberOfSamplesPerFrame set in GameManager since it's obselete in 5.5
Commenting out steamworks init because we dont really need it right now
latest amplify shader editor
started persistence cleanup
base setup of sessions (integration with game manager pending)
Fixed NRE in SmartObject.CreateInteractionPositions, spits warnings when an interaction ref is null, also does the same in BaseEntitySettings.OnValidate
revert this shader because I accidently checked in a broken version
Fixed Inverse Exponential function of Response Curve.
started adding stat comparison with group.
fixed exponential curve calculation.
ConsiderationGroupSettings editor
Re-worked food AI related to resources/dispensers, humans now take food from dispensers, relying on DM to then eat that food
Added DispensablesConditionSettings, for checking if a target Dispenser provides suitable food for a unit's diet
Added Consideration Group (needs editor work)
Fixed egg thing because reasons
ASE.CustomMaterialInspector error fix
changed hair to new shader
cleaned up and swapped shader on animal materials
Particle egg thing backup because I'm too lazy to split into a new proj right now
TakeFromDispenserSettings consume fix