17,530 Commits over 1,614 Days - 0.45cph!
Fixed some bugs with Resource states and interaction management
Resources now dispense all items when the master item is depleted (berry bushes dispense all their berries when harvested for their sticks)
create a unit camera instead of cloning main
Silly unit camera test thing
Added petur's animated eyes to humans
SPM processing + island 03 changes
Added Scion PP Third party
terain aplhas
tree pine 01 breakmesh test obj
follow unit added back in
Added terrain alpha support to standard-terrain and standard-blendterrain shaders
made free cam timescale independent
misc stuff
Adjusted some contributions and shifted around some considerations for DSEs.
Island 003 tinkering
Fix for considerations reorderable list being a dick
Cleaning up widget crap again
Reverting some scene changes to fix ui shit
Caching rect trasform in UIWdiget
Added ConsiderationSettingsWrapper
DSEs stores ConsiderationSettingsWrapper
Tribe.KnownBuildings only returns buildings owned by the tribe
Added ItemManager
Debug improvements (show effects from consumables)
Fixed some issues with action chain
reject effects with empty action chains when instantiating in effect manager
fixed null action in rested effect
humans spawned using the debug window are added to the player's tribe
made action chain run logerror more descriptive
Tweaks and cleanup, removing debug logs etc
Better tint base on reed texture.
Added an error log message to when we try to make an animation callback, but there's no event callback available with the injected event name. Not 100% sure this is intended (that it should support accepting null), but until confirmed, better to call this than not).
Ehrm, made the relative_threshold in AlreadySubscribedToBetterDecision actually work as intended.
Added AlreadySubscribedToBetterDecision to Agent+DM + shifted to an int based test for score of 0 or less (with a resolution of 0.00001).
Neutral foliage textures.
Effects debug basic readout
pass dm score correctly in SB constructor overload
store DM score in SmartBehaviour
BeforeDebugObject improvements
Testing a max subscription cap in Agent+DecisionMaker
Fixed duplicate Bear threat in Deer settings.
Exposed Agent's SmartBehaviourStack for debug
Draw Gizmo lines for the top 6 behaviors in the stack (because I ran out of colors)
AgentManager back to ticking every 5 TOD seconds because effects and attribute steps were borked
Replaced "Not Holding/Being Held" with Can Pick Up consideration
Started on a generic TryAdd(Entity entity) function for Entity and EntityComponents, that is there to give a more generic interface for DepositItem and other such endeavors.
Expanded Entity with the EntityComponents partial, to further simplify Entity.
Some cleanup in Entity + more Entity caching.
Decision Context Myself and Target are both an Entity now, which makes accessing types a lot easier.
better material mat obj component checks/handling, also automatically added to prefabs in SPM processing util