17,530 Commits over 1,614 Days - 0.45cph!
Scene prefabs. TOD XML. But not player(camera) prefab because we were idiots and collided it.
camera tweaks (no more cursor zoom)
added Cliffside topo
PlayerCameraEffects dynamic shadow distance tweaks for readability
Exposed some vars as ShowOnly in PlayerCamera
Catching a null thingie that happened once during testing.
Human male updated + crappy hunger + tired emote anims
Fixed UIWidget.Deactivate doing shit when the widget is active
Added CameraTarget component and some basic handling for target modes, currently using a placeholder gizmo when the camera is orbiting
Fixed unit info widget and some general UIWidget display issues
TOD + camera tweaks
Removed crappy UnitFlagConditionSettingsEditor, renamed IsActive to HasFlag in UnitFlagConditionSettings
Asset save
switched to visible metas, fixed null object ref in freezing effect
Moved SetDirty to BeforeInspector
subtractive to try and fix shit refs
some camera tweaks and cleanup, made cursor a widget, added widgets list to UIMangaer (TODO: tick all widgets from the manager instead of screens?)
-some more profiler samples
-reinstated CurrDistance to draw shadows.
-hackily removed world cursor to get a feel for the camera without it.
-reverted previous commit
-merged
Subtractive merge cs2039 (camera v3)
triggerDeath no longer defaulted in DeerController
Remade deer sans ragdoll until I fix all the craziness. SetAnimatorParameter returns early if Unit.AnimatorEnabled is false (prevents warning spam killing performance too)
Player prefab update to fix issues from merges
Remade deer ragdoll, updated prefabs
Merge from DM Generalization branch.
-new camera test:
ctrl - to get your cursor back
mmb / alt - orbit around the point
space+lmb - drag view around
and the rest is the same :)
Fixed code line in Analytics that CustomEvent actually works.
Dead Units return in tick and update
Destroy Unit's Agent on death
Fixed some issues with Agent/Group/BehaviourGroup disbanding, destruction and tick conditions
Added Agents tab to debug window
Fixed some bad StatModifier refs
Added google analytics
Applied analytics event to Agent+Behaviour's AddBehaviour.
Debug view tweaks
Fixed Dead flag not being applied by Death effect
EntityViewEditor and derived tweaks, added editors for additional EntityView types
Added Interaction Positions to Berry Bush
Units now consider target unit personality compatability in the Form Breeding Group DSE
Added Scion PP back on to the player camera
Replaced crappy EnumMaskDrawer with Andre's super simple alternative (fixes conflict with Scion editor scripts)
Human IsSelectable if Tribe == PlayerTribe
Units are assigned a random PersonalitySettings on Create
Added PersonalityConsideration, UnitPersonalityConsideration (target match or compatability and contextual match respectively)
Changed AttributeTypes enum to None, Physical, Mental
Added some Mental Attributes
Added some Personality data
Added Unit+Personality
Cleaned up SpeciesSettings.Create / Unit.Initialize a little so we dont have to set age and gender before init
Added StatCollections tab to BeforeEditor
Added PersonalitySettings DataAsset
Removed StatModifiers from StatCollectionSettings
Commented out shitty StatCollectionSettingsEditor code
Unignored an icon for editor
Moved some scripts
Added Scion PP back to the project (not on camera prefab yet)
Unit+Flags partial
Renamed Unit+Sound to Unit+Emotes
Added EmoteSettings
AudioManager/states/source types tinkering
Foldout editor for additional selected asset in BeforeEditor (toggle button in toolbar)
Added option for removing any occurences of null in a FixedArray when we Add or Remove elements, defaults to false though...
Rename RelationShipConsideration > IsRelatedConsideration
Added ThreatConsideration (returns weight of target unit's species in the unit's predator listing)
Removing TestFixedArray lines in Unit+Senses
Remove now tests for duplicate entries.
FixedArray now implement it's own Contains function that's limited by Count...
Entity destruction tweaks
FixedArray now accept the "Check if already exist" flag, which we need when adding anything "surrounding" due to the nature of "physics triggers".
Added debug print to OnSmartObjectRemovedSenses.
More complex testing of Fixed Array.
Added a Test scene for FixedArrays.
Some touchups to FixedArray