17,530 Commits over 1,614 Days - 0.45cph!
TOD independent tick of units in UnitManager.
Move movement fixes, reduced Flee distance multiplier
Moved any movement related code out of Unit+Animation partial
Replaced TriggerMovement with IsMoving bool in animators (human + base animal)
SpeciesSettingsEditor fixes for controller discovery
Deleted old wolf and deer anim controllers, all controllers (except those for animals not-ingame) use override controllers now
Un-idioted the UnitMovement StateMachineBehaviour
Made GoToEntity a bit more sensible, removed movement code from AttackEntity action
Ported senses gizmo shit back to UnitEditor which is now used for Humans too
Made unit spawning consistent accross the spawer system and debug tools, with proper group inits
Actually fixed afformentioned editor bug re stat selection
Added a temporary hack to Unit sense code that considers a target visible when within a very small distance (currently 4 units)
Fixed Unit.SetMovementSpeed not working, now uses a StatModifier created internally
Fixed bug in StatConsiderationSettingsEditor that was causing selected stats to change
Updated FleeFromDanger, now finds a flee destination without using IM
Added ThreatLevel to PerceivedUnitData
Added GroupClass enum, expoed in GroupSettings and used in the Create method to create Group of the chosen type.
Added Herd and Pack Group types
Added UnitAges and UnitGenders flagging to Item WearableParameters and ItemSettings.CreateWearable
Added island-0004 scene plus Arid biome and terrain config boilerplate
Renamed lots of spawn assets (sorry petur)
Removed BeholdR from default player cam prefab due to suspected lighting bug
Reverted GameManager changes that broke all the things
Deleted some old un-used/broken test scenes
Disabled DPL/DSE inheritance stuff in editor until it can be cleanly rewritten
Exposed ScoreForDM flag and considerations in Goal/GoalPlan node view GUIs
Fixed potential NRE in BehaviourChain.PickBehaviourTarget
Added new stats : Bravery, Threat (attributes) and Morale (vital)
Added some basic Morale adjustment math to Unit+Senses, cleaned up some perception code
Added ThreatLevelConsideration which does similar calc to the new code in Senses, scoring target threat level against bravery stats
Added SetUnitSpeed Action and UnitMovementSpeeds enum, plus data in Species Physiology params for the different speeds
Added Exhausted Effects, triggers when Stamina hits 0
Added RemoveEffect Action
Added SpeciesDietTypes and data to species params plus the UnitConditionFilterSet
Moved Vital value initialization to Agent+Stats from StatCollection to ensure that all stat simulators can execute properly
Fixed bad rotation on player camera prefab (don't let BeholdR move the camera in sync with scene view!)_
Hunt goal DPL inheritence
BeholdR on player camera prefab
Vitals run their simulator after creation in StatCollection and set their current value to max.
Current linker usage ported to StatSimulators, used in Vital and Need, algorithims are stored in StatSimulators
Added core stats properties to Agent+Stats for caching
Added BeholdR (camera post in scene view cc frankieh)
Added some DSE content to the Self - Safety top level goal
Fixed some Effects and triggers with old/broken Stat refs
Fixed Needs starting at their max value, they now start at 0 as intended
Fixed all StatConsiderations not targetting the correct stats
Fixed StatCollection creating StatLinkers before finishing init
Fixed StatLinkers being created when no method name is set in data
StatCollectionSettingsEditor tweaks, now used for all children
Added Avoidance Attribute
CombatAlgorithms Damage formula implemented from Petur's spreadsheets~
Ported stats data from spreadsheets into stat collections
Removed CombatEffectTemplate and related bullshit that we don't need
DSE debug displays desired result condition in log
GrassParams boilerplate for grazing and cover weights
Added Water GraphicsOption
Let's only divide into Individual and Group Stat Collection Settings, to appease the bill.
Stat Collection Settings should be specialized.
Removed old ingame debug UI modal
Rain effect tweak
Effect data validation on the editor side, with warnings
Fixed missing effects data, stats are changing again
Some Effect cleanup and bug fixes
Fixed EffectParameters not passing due to new data being excluded
Merge from stats_refactor_jan16
new wolf with tweaked model on 1 mat and changed idle
-mouse cursor doesn't lock into game window anymore, on start. If unhappy, this can be fully reverted (and I can hack in a my-pc only way)
Fix NRE in PlayerCamera+Input
Actual CombatEffectTemplate UnityEditor compile fix
Bear and mammoth mat twaeks
TOD tweak
CombatEffectTemplate missed #if UNITY_EDITOR
new mammoth idle
removed unused bones that shouldnt have been there
removed old mammoth anims
shaders changed apparently
StatLinkerParameters no longer holds the StatSettings ref, instead we pass it in to the Create method from the collection on init
StatCollection holds a new StatLinkerPair struct in place of StatLinkerParameters, StatLinkerPairs hold StatSettings and StatLinkerParameters
Fixed StatLinkerAlgorithm not being serializable
ticked enable lightmap and light probes as that makes it consistant with the human
Commeting out bad cast in CombatEffectTemplate.CopyTo
Combat effect templates stuff WIP
should stop floating when getting hit
First pass on adding a Math Algorithms API into the mix of things.
StatLinkerParameters now expose a StatLinkerAlgorithm unity event. Just need to expose it via the custom editor stuff (Bill).
cut down head markings on bear (still just on top of ear and under lip)
new shader for animals and setup on bear and mammoth
shader could be horrible
Moving combat related scripts around
Added CombatEffectTemplate, CombatEffectTemplateSettings
StatLinkerOperation tweak (added Divide operator back in because readability)