17,530 Commits over 1,614 Days - 0.45cph!
UnitGenderConsideration
SuitableMateConsideration
Consideration refactor, now stores Settings in the same manner as Action
Added IConsideration
Abilities, Actions and Effects related to breeding
-basic 'IsRelatedTo' function and helper 'AllDirectRelatives' property
-basic skeleton for Unit+Family
-merge
Boilerplate CreateUnit Action
SpeciesSettings.Create cleanup, overloaded methods take Gender and Age as well as primary Group
updated candelight
dynamic DOF testing
updated Scion PP (complete with shitty editor conflict)
DM Cleanup to deal with BehaviourPlan in place of Interaction or Ability specifically
Idle Behaviours now use Ability
Organising scenes a bit, only scenes in /Scenes/Game Build will get added to build settings and the game_scenes config file
AgentSettings store InteractionSettingsWrapper for IdleBehaviours
Fixed NRE on AgentSettingsEditor
Renamed ScriptableObjectExt to DataAsset
AssetName property + NameOverride field in DataAsset
StatName returns formatted asset name or override (should be moved to base ScriptableObjectExt
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More BeforeInspector fixes and refactoring
Made AgentSettings abstract, derived IndividualAgentSettings and GroupAgentSettings
If Intention is passed as null in ActionChain's constructor, assign new NullIntetion() to avoid having to null check in Action constructors
Refactoring InfluenceQuery a little. Fixed NRE in FindInfluence
Removed the use of StatType enum for identification, now only using Settings' hashed id.
Removed all BeforeEditorTab derived classes
Added custom Editor type BeforeInspector
Added BeforeInspector CustomEditors for all data types
Refactored BeforeEditor to handle asset lists in a sensible, not so stupid noob way
Added BehaviourPlanSettingsEditor
Added CraftItem Action
Added CraftIntention Intention
Added CraftItem Ability
Added cached TOD_Time to World singleton (World.Instance.Time)
Human IK fiddling
More data driving of Unit, namely Senses and Pathfinding (Navmesh Agent) settings
-removed possibly dodgy linq in consideration
-cleaned up using resharper standards
-can specify percentual offset to randomize decisions, in AgentSettings (ie. if the best and others are within x*0.01 of each other, one is picked at random)
-new 'go to unit' idle interaction (works, but currently doesn't work due, I think, to Response from DSE curves returning odd values, comes with a new dse, consideration type + asset.
-shortcut to open the 'debug' menu : ctrl+alt+d (first time around it opens quickbrush, for some reason, but from there on it works)
-multimerge
Conventions, code consistency, etc pass on Stats (sorry ptrefall)
unit desintation debug gizmos
First draft of the underlying Stat framework that will drive Attributes and Skills (Not yet integrated with Attributes or Skills).
5.2f1
Human rig fixes and anim controller tweaks (begone, ice skating cave people)
updating third party stuffs
native non-adaptive tonempping renabled until something nice gets configured
Fixed Unit.FindClosestNavmeshPosition not working
All movement related actions now call the correct SetDestination(Vector3 position, IAction source_action) method to register callbacks
Actually fixed the potential crash related to navmesh position sampling
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More cleanup and tweaks
Added Skill.Archery and Ability.ShootBow
Organising scripts a bit
Skill and Ability boilerplate + editor support
Added BehaviourPlan, BehaviourPlanSettings