17,530 Commits over 1,614 Days - 0.45cph!
Changed SleepTime Consideration curve to ensure it hits 0 response on 0 score.
Changed SleepScore DSE to make SleepTime have a contribution of 1.
DM tick fixes, Agent IsActive false on unit death
player commands wake up units
Added HasEffect Condition, AgentEffect Trigger
temp hack to stop player giving sleeping or dead units commands
zone IM lazy map creation and better init
remove debugbox from GoToRandomSpot
HarvestResource re-write
Resources now dispense all of the target resource on harvest
-wandering is now safe aware.
resource interaction tweak
moved fruit bush to their own spawn
remove debug box from random spot action
add count check to Agent+Effectsd AddEffect ()
idle movement improvements, DM idle eval tick moved to method, idle behaviour eval tick delay randomised
store interaction settings in ResourceItemSettings
added GoToRandomSpot to test less safety focused idle movement actions
nuked some old scenes
added a randomised timer to agent idle DM
-re-added material to projector, IM debug should now work +merge
island changes, spawn changes, BMO init fix
Yet another NRE triggered in Before Debug Tab.
-pleasing the bill (removed commented code, and comment that tells you when the movetosafety action fires, added a useful/explainative commit message).
Fixed a couple presumtions in Before Debug Object.
-Finding safest spot consideration in, working a bit with humans vs bears in smartobject_test
-merge with all previous stuffs
...and Decision Context should allow Target be null in calcualting bonus factor.
Test for null when evaluating for idle behaviours.
Idle Behaviours should be able to trigger even when there's no other decisions to be made...
First draft over TOD Consideration. It takes a peak hour and a time range to define what score to return.
Updated topology layers
Repainted greenbox, smartobject_test, wip island 01
Spawn tweaks
Added tall pine spawn
Removed error in Resource regarding two interaction requirement (resource does not require two interactions cc ptrefall)
rexported animals with proper skin mesh names
Added HSB color type
Added back ScionPP editor scripts
Added some human color params to BiomeSettings
Added Color.Variaton()
Added WeightedColor
Skin shader tweaks
Cleaned up old crap from ColorUtility
HuamnView handles randomsiation of hair and skin materials per Unit (not optimal)
Added Idle Move Interaction and DSE.
-removed comment, preventing Bill shouting
Agent+DM will now add a new smart behaviour for the idle behaviour interaction.
-influence map display is customizabler
-a new 'debugInfluenceMaps' tickbox in the Debug window visually projects influence maps atop the zone.
Started on integration of Idle Behaviours.
BeforeDebug correctly assigns delegates and creates BeforeDebugObject from OnEnable if already in playmode