17,530 Commits over 1,614 Days - 0.45cph!
- Merge from unit_5.3.x
- Regenerated foliage prefabs and biome material libraries
Replaced atmospheric music 18
- Expose BaseBehaviourPlanSettings.CompleteAtEndOfChain in BehaviourPlanSettingsEditor
- BBPS.CompleteAtEndOfChain and BBPS.ForgetIfInterrupted default to true
- Updated all Interactions
- Better handling of GPV/BehaviourChain completion and reset
- Clear BCD in BC.Reset
- Added FixedArray.AddRange
Added atmospheric music 19
- Merge from GoalImprovements
- Fixed BehaviourChain DM exemption not working as intened
- Lots of kinda hacky overrides in BehaviourChain for adding behaviors without a Decision
- Unit debug view for current GPV, BehaviourChain, improved ActionChain display
- GoalPlanVariant.IsValid only true if the BehaviourChain count matches settings
Removed usage of IComparable<T>, now only using IComparable for make benefit of storing whatever you want in FixedArray
Merge from Goal Improvements
- Pass BehaviourPlanData to new Behaviours on creation in DM, and in SmartObject.TrySubscribe
- BCD/BPD tweaks and error avoidance
- Fixed issue with AddCompensationFactorToScore turning scores NaN when a DSE has 0 considerations
- Resourcce.TryHarvest returns bool, outs list of harvested items
- DecisionPlan.ScoreForDecisionMaking returns Parameters property of the same name
Fixed Effect trying to apply stat modifers to Agents that do not have the target Stat
- Editor gui skin, styles, stuff
- Moved some drawers to their own files
ReorderableListDrawer fixes
ReorderableListDrawer generics, interface, hell.
- Added Emotes to the Unit debug view
- Added DecisionLayers filtering to DecisionPlanParametersDrawer
- Added DecisionLayerAttribute to pipe in DecisionLayers filtering
-removed now-useless Considerations
-yamfm
Actually fixed GoalSettingsEditor guistyle errors, updated lots of conditions and considerations new getters
GoalSettingsEditor GUIStyle error fix
- Added DecisionLayers and ConditionTypes enums, abstract getters in ConsiderationSettings, ConditionSettings
- Fixes cs 2646
- Fixed GoalSettingsEditor not showing child goals
- Added some background styling to GoalSettings plan and child listing
- BeforeEditorLayout.DrawContentGroup now takes an optional GUIStyle to use for the container
- FindBestInteractionPlanVariant passes smart_object as DC target
-made a bunch of Conditions to replace boolean Considerations
human male and female now have a blendshape on the eyes called "small" that ranges from 0 (big) to 100(small)
BehaviourChainPlanSettingsWrapper DM exclusion test
ActionChainData stores HarvestedItems list
BehaviourChainData convenience accessor in Action
HarvestResources stores item yield in ACD and BCD
ConsumeItem will check BCD then ACD for targets
DecisionPlanParametersDrawer tweaks
Fixed BeforeInspector not renaming assets properly
Clothing prefabs, eye shader/material dickery
human walk (looks weird atm)
- Fixed shitty bug in BeforeInspector+ViewManagement when updating a view prefab from source object
- SpeciesSettingsEditor correctly assigns an avatar to animators on unit views when possible
- Drawers for Wrappers, lots of them
checking in, might break, Will fix asap
- Nuked UnitImportWizard, ported all functionality into SpeciesSettingsEditor
- Some BeforeInspector+ViewManagement changes
- BiomeMaterialLibraries auto refresh via the World debug option
- Added base DataParameters type
- Added StatBlockerParameters, EffectParmaters.StatBlockers
- Added Stat+Blockable partial
- EffectParamters duration stuff clean up a bit, added a label in the prop drawer to display the value as hours/minutes
- Lots of Triggered Effects data fill
Fixed bug where we were updating tick modifier value rather than modifier value.
- DecisionMakerSettings and Maslow Weight store public fields, not properties and private fields
- DMS.MaslowWeights is initiated with an element for each DPL
- DecisionMakerSettingsEditor cleanup
-removed Warmth need, as we decided it's easier to just check for necessary warmth in a consideration, cleared various statcollections of it.
-added considerations for NeedForWarmth and NeedForCold
-yamfm
Wearables fixed, I think.
- Fixed Item.IsCarryable not returning the right field from PhysicalParameters
- Fixed GPV BehaviourChain not resetting properly
- Unit+Wearables tweaks
- Some item view APO data
DefaultModelImporter makes sure we always search project wide for materials using the model's material name
UnitImportWizaaaaaaaaaaaaaaaaaaard
-log an error if more than 1 Assign/Difference ResultOperator is set up in a StatLinkerBasic.
Fixed Effect stackability idiocy
- Added EffectParamters, which is stored by EffectSettings and also stored by other data types, e.g. Consumable and Wearable ItemParameters
- EffectSettings are intended to be used ONLY in conjunction with Triggers
- Wearables now apply their Effect when Worn by a Unit
- Re-arranged the order of Operations in StatLinkerBasic
- Added ModifierOperators enum, used by StatLinkerOperation result modfication, should make for more readable data
- Nuked a shitload of Effects, mostly replaced with EffectParmaters where applicable
- EffectParameters.Id is broken, so effects stack infinitely, fix WIP