17,530 Commits over 1,614 Days - 0.45cph!
island002 topo remake, decor spawn tweaks
profiler samples in agent manager
Moved smartobject interaction handling out of entity and into smartobject
Removed TOD Seconds related stuff from AgentManager
Cleaned up some interacations and considerations. Momentum settings was weird and bool response curves should never use the animation curve.
Momentum tweaking to see what difference it makes
Moved caching of target components in DecisionContext to reduce GetComponent calls, alternative caching of ECs in Entity (no list lookup)
Inconsistent line endings.
Cleaned up some debug comments while bug tracking.
Fixed bug with units picking up stuff that they shouldn't. Bug was caused by bad decision context caching that was never reset when rotated.
EntitySettings derives from ScriptableObjectExt
Cleanup Unit+Items, PickUpItem, Container
Stop DM considering stand near for now
Fixed GoToRandomInRadius not passing itself to the pathfinder for callback
Added LookAt Action
Added GoToRandomInRadius Action
Added UnitFlag Trigger
Added UnitHasFlag Consideration
Added Sleep Here Interaction
Added Stand Near Interaction
Added InteractionsOnFinished to BuildingSettings
Added Sleep Effect
Moved HumanView+IK to Unit+IK
Fixed curve recalulation in considerations editor not working (TODO write a custom editor for the type)
-moved annoying blackout box in scene view, tested around, doesn't seem to cause harm.
Made InteractionSettings fields all public to be consistent with other data types, and updated assets (because yay copying fields)
Attributes are randomised in a slightly nicer way
Removed silly tribe hub stuff from Building
Buildings now store ownerGroup as originally intended in settings.Create()!
Resources can look differently at food and building resources.
Attributes are randomised when created
Fixed reorderable lists not deleting elements properly
Units no longer steal fruit from each other
Editor everything
ItemHasHolder consideration and more editor fuckery
Fixed issue where DepositItem wouldn't be smart enough to realize it shouldn't burn spears as firewood.
Inline asset creation wip
Refactor all the editor things
Effects and Needs are not functional, still some cleanup on the Editor side to do before re-making all the tirggers and conditions
Measurement property drawer
smartobject_test topology fix
Removing some debug from BeforeEditorLayout, cc maurizio (if it's working, please kill debug logs)
Killing random loose mats
Rebaked island002/003/greenbox and added TribeSpawn topology areas
Removed "parameter" based creation of triggers, conditions and attribute modifiers
Shifting Before Editor to a better nested/inline editors approach (most Effects will not work for now)
-activities all use autoproperties for consistency
-adapted to the new format (ie. can now define activity raising in editor, as an action)
Added TribeSpawn topology layer
Cleaning up FoliageTools a bit
Cleared out smartobject_test
Added swamp_test scene
Added a string extension that lets us color strings. Might be nice for more readable debug logging? Testing on GameManager.
Weeping swamp tester for Bill.
Swamp bank test, maybe I made smartobject_test really bad for testing and more of a biome vignette. Whatves!
Added DrawActivityParamaters to BeforeEditorLayout
-generic activity system wip
Croc/terrorbird import and asset setup
BeforeAnimal shader now supports optional valpha as blend or tint
HumanView randomisation placeholder, split IK to partial
Reset the step value of hunger to -0.1