17,530 Commits over 1,614 Days - 0.45cph!
Merged Stat Changes branch to Main. This properly integrates Stat-driven Attributes and Skills + removes the concept of "step" from Attribute, replaced by the Tick Modifiers.
BehaviourGroup invite tweaks
BehaviourGroup execution testing
fixing some missing data refs
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More nesting and reorderable list tweaks
BeforeInspector NestedEditor convenience method and cleanup
StatCollection.Human, StatCollection.Animal
Fixed potential NRE in Agent.InitializeStats()
Created an API to make it easier to make stat modifiers in code.
More StatCollectionSettingsEditor
StatCollectionSettingsEditor WIP
Slightly better API for StatCollection.
Integrated Stats with Attributes and Skills.
DecisionContext GetBonusFactor re-write
BehaviourGroup.Invite DSE Scoring
BehaviourPlanSettings constructors
Added BehaviourGroup.Invite(Agent agent) method, WIP scoring from Settings.InvitationDSE
Fixing and tweaking issues with Behaviour refactoring
Dont create ReoderableListDrawers for AgentSettings fields
Group is now derived from Agent
Removed IndividualAgentSettings
AgentSettings is no longer abstract
Added GroupBehaviour : BehaviourPlan
Added HuntingGroup : BehaviourGroup
Added GroupBehaviourSettingsWrapper
Added various empty/skeleton data for hunting group
Entity component init check
Behaviour constructor tweaks
SpeciesSettings and Unit cleaup
Entity init cleanup
SmartBehaviour constructor cleanup
Added Behaviour, from which SmartBehaviour now derives
SmartObject now derives from Entity
Item, Resource and Building now derive from SmartObject
Fix potential NRE in SmartBehaviour.Complete
better asset path lookup in BeforeEditorTab
Women will no longer try to make babies when they are pregnant
Fixed : Men will no longer invite women to their breeding group when they are already pregnant
Added : Gender and Age selection on the debug spawner
Children can longer have beards
Children can no longer breed with Adults
Added check for effect stackability in Agent.AddEffect
Added Agent+Groups, methods for joning and leaving groups and a refernce to the current overriding BehaviourGroup
Added PassedOut Effect
Added CreateGroup rn CreateBehaviourGroup
Added BehaviourGroupAgentSettings
Various tweaks and improvements around groups and breeding
Added BehaviourGroupAgentSettings
Added BehaviourGroup
Agent+DecisionMaker correctly passes target Entiy when creating a SmartBehaviour from an Ability
Breeding grroup tweaking, (it doesnt work yet)
hopefully fixing NRE in GetBonusFactor
Added DecisionMaker SetUpAbilityDecisions
Unit+Senses sends known units to Agent.DecisionMaker
ConsiderationSettingsEditor improvements (I swear I already done did this...)