17,530 Commits over 1,614 Days - 0.45cph!
Biome tweaks, camera tweaks
Removed randomisation of attributes on init
Scion tweaks, PlayerCamera sets it's target transform as Scion's DOF target
Placed AM before Scion; disabled AC's tonemapping and exposure (both controlled by Scion)
Undoing unnecessary wip stuff
Updated ColorfulFX, Candellight, Shaderforge, Scion PP
Reverted tick linker changes from previous changeset
Update Amplify
- Stat linkers are updated every tick (ptrefall pls confirm intent)
- StatLinkerBasic has two operator settings (ratio and difference)
- Added World.OnWeatherChanged event
- FuelToEffect MachineProcess will stop the when the weather changes to something wet (rather bespoke handling for fires that feels hacky as shit)
- Fixed Starving Effect not triggering
WeatherSettings now stores a list of EffectSettings, which are applied globally when weather changes.
NeedSettings StatClass property returns correct type
- Agent.AttributesAndSkills renamed to Agent.Stats
- Remade StatCollections for all Agents
- Needs are now Stats
- Rewrote methods in Agent+Stats. Added generic methods for GetStat and HasStat, with type specific overloads for convenience
- Removed Need Triggers
- Removed Need related Conditions/Considerations and Actions
- Removed NeedManager
- Removed redundant AttributeManager
- Removed un-used AttributeStat/AttributeStatSettings (leftovers from testing ptrefall?)
- Misc GC opt. in various scripts (foreach removals mostly)
Fixed bad scoring in Machine process ValueOfInput
UI cleanup, considerations for machine (fire) item input and tribe "requirements" are no longer boolean but instead return a value (see Machine.ValueOfInput)
CraftableParameters now cache its IdCountPair list.
Fixing pine tree view prefab ipositon data
Fixed pregnancy considerations
Removed old particle fx prefabs
Fixed a load of UI widgets being raycast targets when they shouldnt be
Spawn tweaks, GoToSmartObject revert fix, Sky/Player/Ocean tweaks, Smoke material shader changed, blah blah blah
More optimalizations by way of caching (FindItem and UnitCanFindCraftingItems)
FindItem RunImplementation tweak
-removed useless vec2 allocations
-caching IQ objects in Zone+InfluenceMaps
Optimized ItemManager's FindBest* functions a bit by way of caching.
Breeding group tweak to avoid stupid shelter seeking behaviour
FindItem fixes, removed IM considerations from most DSEs
Added atmospheric rain music
GC opt in UnitCanFindCraftingItems/FindItem
Merged latest water changes to main
Fixed a bunch of bugs with SmartObject subscriptions (now SmartSubscription)
Fixed index range errors in Stat+Tickable
-GC optimization for IM, and a bunch of Profiler samples.
-YAMfM
Stat modifable/tickable uses dict instead of grouping. This kills the GC.
Stat.UpdateModifiers() profiler sample
Added ActivityData, refactoring Activity a little
NotificationsWidget subscribes to acitivty itself rather than being managed by GameUI
More Activity refactoring
Fixed GameManager loading another zone when playing from a zone scene in editor
LoadGameFromSubscene fix
MusicManager improvements
WeightedObject refactor, added IWeightedObject<T>
Added WeightedAudio
Added AudioMixerEx
BeforeEditor buttons visible without an active tab
Added button to BeforeEditor to dirty and save all assets, use this when you get null refs in data assets
GameOptions, UIManager, UnitManager singleton cleanup
Manager singleton instance stuff moved to base class