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17,530 Commits over 1,614 Days - 0.45cph!

9 Years Ago
Shitty building placement FX
9 Years Ago
Misc cleanup
9 Years Ago
Weather fx tweaks
9 Years Ago
Unit collections parented to container in zone Visual FX cached in a container transform Added ScreenShake camera effect Numerous other tidying of object parentage Moved Machine VFX and VicinityEffect setup to init, not constructors
9 Years Ago
InfluenceGrid.Reset actually works now
9 Years Ago
Debug Tools Object pre-existing in main scene, stores gradient for IM vis
9 Years Ago
Fixed missing condition in Goto
9 Years Ago
Editor tweak
9 Years Ago
Unit derives from TickableEntity
9 Years Ago
Fixed bug in AI Debugger (top keks) causing NRE when rendering GPV slots EntityManager won't tick until GameManager.GameState == Game
9 Years Ago
Unit/Entity type perception cache in SensesComponentManager
9 Years Ago
Sesnes.IsPerceivable optimisations
9 Years Ago
Entity/EntitySettings to BaseEntity/EntitySettings, base types are abstract EntityComponents that want to execute Unity's Update must impement ITickable, Entity types can derive from TickableEntity Fixed bad property drawer in BuildingSettingsEditor
9 Years Ago
Entity destruction/cleanup gate
9 Years Ago
Cleanup
9 Years Ago
Fixed EntityManager GridManager update routine being broken
9 Years Ago
Group and Social GridUpdateRates overrides
9 Years Ago
EntiySettings.GridUpdateRates Moved grid updates to a tick accumilation setup in EntityManager Added GridManager Add/Remove Gid[IntVector2] overload
9 Years Ago
Begone, params
9 Years Ago
Grid resetting no longer slow as fuck
9 Years Ago
Grid position finding is more accurate now
9 Years Ago
How do you like this, silly panda?
9 Years Ago
Couple more influence tweaks
9 Years Ago
Fixed y being used instead of z when setting grid position
9 Years Ago
Influence maps work a bit more now (still not quite there)
9 Years Ago
Fixed the merge
9 Years Ago
started adding influence maps and debug view of them
9 Years Ago
Fixed UI errors
9 Years Ago
More
9 Years Ago
TrySetCurrentGoalPlanVariant stuff
9 Years Ago
Agent+Behaviour cleanup
9 Years Ago
Renamed BeforeDebugObject to DebugToolsObject, fixed Instance property
9 Years Ago
Merge from Parallel DM
9 Years Ago
Remade Zone object in smartobject_test scene, which fixes weird warnings (ty Unity you mentalist)
9 Years Ago
hair movement slimplified and works. need to check see if it breaks instancing. added hair caps under the hair that dont get animation to stop flesh poking out
9 Years Ago
Modal popup hover state fix
9 Years Ago
Nuked some old cosiderditions (new word)
9 Years Ago
Conditions and Considerations both implement the same BlackboardReadKeys property pattern as ActionSettings
9 Years Ago
Items have physics re-enabled when dropped by dead units \o/
9 Years Ago
structure placement sfx added
9 Years Ago
Removed UnitInfo because it was stupid Fixed some issues with entity naming Entity stores creation time (game DateTime from TOD) Fixed UnitBehaviourWidget cutting off longer behaviour descriptions Fixed index our of range in ECM tick
9 Years Ago
Renamed UnitView.FaceTarget and removed overload we didn't really need Fixed Unit ragdolls not inheriting their movement velocity on death Delete to kill selected units in editor
9 Years Ago
Corpse name improvements
9 Years Ago
Commented out grid manager debug logs
9 Years Ago
HumanView LateUpdate animation code doesn't run if the unit is dead EntityComponentManager destroyed components buffer/cleanup at end of tick
9 Years Ago
Moved human specific animation code out of UnitView and into HumanView
9 Years Ago
more levels on UI sfx
9 Years Ago
Fixed HumanView Update not calling base
9 Years Ago
Enable gfx jobs in player settings..
9 Years Ago
ActionSettings must implement BlackboardReadKeys array property, displayed in editor (BEF-311) Added warning in Items.OnPickUpEvent when the item has been nulled whilst waiting for the callback, which is apparently possible.