17,530 Commits over 1,614 Days - 0.45cph!
-camera spawns nicely even with no tribe created.
- Added BiomeManager, handles creation of runtime BiomeMaterialLibraries
- Removed goal completion debug spam
Dont init steam in editor
Goals tinkering, people should kill and eat animals now, though hacky hacks are hacky
Unit+Attachments sets animator bools correctly
BehaviourChain correctly invokes OnComplete when broken by a failure
Subtractive merge 2531, 2532
Disable PlayWay water so it doesnt fuck with steam build etc
- Goal BP wrapper tweaks (allow abilities to filter entity types in DM)
- Player can RMB to command units to interact with objects again (probably will cause errors until Goals are properly integrated here)
Fix for SpeciesSettings.GetViewPrefab being stupid
Only hide cursor in standalone
ViewManagement refactor for preset views (species)
Attachment editor WIP
- Added GoalVariantPlanBehaviourPlanWrapper (yes, really), allows some GoalVariant specific settings for Interactions in the list of Behaviours
- Interactions stored in GoalVariantPlans can specify a SmartObjectSettings which DM uses to filter matches
- Added SmartObject.HasInteractionPlan convenience method
Fixed missing resource item interaction refs and added NRE catch to avoid errors
Fixed Consume Value consideration not working as intended
- Resources no longer copy interaction settings per item, instead simply create an InteractionPlan per item, changing the name and populating BehaviourPlanData with a reference to their ResourceItemSettings
- Lots of BeforeEditor and BeforeInspector tweaks and changes, should make things a bit more readable. All inspectors (nested and otherwise) have a rename field always visible now
- Zone+Biome editor Update() allows season changes tirggered by TOD cycle changes outside of playmode
- Added ConsumeItemConsideration which scores the value of consumption against the agent's Food Need and their species dietry preferences
Vertex normal toggle on TerrainBlendExtension
-units get ever so slightly warmer when moving around
-same as before, but now for reals.
-fixed starting time of the year not being randomized as implied in World's Initialize
-renamed variable to be clearer
-yesterday's features... today!
Added sad event music for very sad times
-seasons are now assets (seasonsettings)
-zones have biomes, which have min-max temperatures, and seasons
-seasons define day/night temperature, in respect to season's min/max with an animation curve
-units' Temperature BaseValue constantly lerps towards ambient temperature
-fixed IM NRE error, was caused by missing InfMap being queried straight after creation (ie. before threaded process made one)
- Added useDynamicShadowDistance toggle to PlayerCameraEffects CC: petur
- Fixed issues with Goals breaking DM
Goal support in debug window decision listing
Only setup Goal decisions in UnitDecisionMaker
First pass at Goals DM integration
- Goal data assets
- Biome spawn related fixes
- EvaluationContext supports SelfGroup and TargetGroup
- WeightedRandom tweaks
Removed debug logging of group stat values
- NestedEditorDrawer improvement
- Added GroupNeed, GroupAttribute Stat types
- Group+Stats updates BaseValue of it's GroupNeeds (GroupNeed.Food represents average value of all member's Food Needs)
Fixed a bunch of issues with ExecuteBreedinGroup
Refactoring PlayerController a bit, reducing LINQ usage
ItemSettings doesnt need to implement IComparable (DataAsset base does it)
InfluenceQuery tweaks to avoid using ToList and foreach (todo : should use FixedArray?)
EntiySettings doesnt need to implement IComparable
Fixed VicinityEffects being zeroed when they shouldnt be
Fixed spawning cast error
Condition refactoring, now works the same as Consideration except only boolean
WIP conversion of all boolean Considerations to Conditons
ConsiderationContext, ConsiderationSelfTypes, ConsiderationTargetTypes renamed to EvaluationContext and so on
Moved GetAgent and GetUnit from Consideration to DecisionContext, takes EvaluationContext
More Goals boilerplate
ConditionSettings.Evaluate overloaded to take a DecisionContext
DSE now evaluates a list of Conditions before scoring all Considerations