17,530 Commits over 1,614 Days - 0.45cph!
Fixed UnitView ragdoll rb list init
Added some tools for item attachment config to HumanViewEditor
AttachmentPoint now a monobehaviour, removed dummy transforms from human rigs
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UnitCanFindItemOfType consideration tests Unit.IsCarryingItemOfType
Unit items/attachment cleanup WIP, overload for IsCarryingOfType with out param
-debug on harvest materials score
Entity physics lazy rigidboy property
HarvestFood consideration stores a need in settings
TargetRequiredByTribe.ConsiderAsResource also considers machines properly
Removed ValueOfHarvest consideration
HarvestResourceSettings stores ResourceItemSettings, assigned by Resource during CreateInteractions
Resource.CreateInteraction gives interactions a new HashedId after naming
Removed some redundant/old consideration types (HarvestMachineResource, HarvestBuildingResource, ItemRequiredByTribe, ItemRequiredByMachine, ItemRequiredByBuilding)
TargetRequiredByTribe acts as a generic score for multiple target types (Item and Resource)
Create empty ACD if entity is null in ActionChain constructor
MAX_PERCEIVED_SMARTOBJECT_COUNT = 250
More tool pickup stuff and resource/item value consideration tweaks
Added resources to spawn debug window
Tweaks
Fixed ACD not initing properly when entity as null
People will pick up the required tools before harvesting and building when needed
FindRequiredTool uses Unit.GoTo
Add basic Unit.GoTo, used in FindItemOfType
WIP items as tools, lots of editor cleanup and improvement
All Items have DamageStats exposed in editor when they are holdable (in hands)
Added UnitCarryingItemOfType and UnitHoldingItemOfType considerations
Added optional RequiredTool to both ResourceItemSettings and BuildingSettings
Added FindRequiredTool Action
Added UnitCanFindRequiredTool Consideration
Removed Equippable
Agent Behaviour and DM ticks can be independently controlled
Disable Agent Behaviour and DM on Unit death
Building/Resource interactions all use positions
Activity cleanup/notification improvements/cleanup
Fixed notifications widget not being registered with the game UI screen
Human male ragdoll tweak
Fixed some issues with Unit death flagging and animator/ragdoll handling
InteractionPositions now stored on a per-interaction basis on SmartObjectViews
Added SmartObjectViewEditor with handling for new stuff
Added SmartObject.GetInteractionPositionSet(int interaction_id)
Made EntityView abstract
Added SmartObjectView (from which ItemView, BuildingView and ResourceView inherit)
Reduced fire burning effect radius
More VicinityEffect work, added assets, FX prefab etc
Disabling subscription validity check in SmartObject.OnSmartBehaviourExecuted for now
SmartObject and Subscription twaeks
Workaround for interaction issue
Fixed crappy pathfinding callback code
VicinityEffect improvements and EffectFX (yes really) groundwork
Performance UI widget and misc tweaks
Removed AssociateWithTribeHub property from BuildingSettingsEditor
Fixing bugs with unit pathfinding events and SmartObject interaction position/subscription handling
Added OnBehaviourExecuted : UnityEvent<Behaviour>
Fixed bug in DepositItem after merging actions.
Fixed GoToSmartObject.cs
StandNear/SleepHere/SitByFire DSEs include distance considerations again
Disabled hunting on main.
Merged from Hunting branch, to bring ActionChainData direction to Main.
Graphics options / UI tweaks
Graphics options refactor stuff, still crap
Unit emotes will be disabled and revert to idle when carrying items
Refactoring breeding and fixing some bugs with Unit+Family
ItemViewEditor tweaks, should fix erros related to attachments
Removed more LINQ from SmartObject
TOD settings and rays tweak