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17,530 Commits over 1,614 Days - 0.45cph!

10 Years Ago
debug twaeks
10 Years Ago
Fixed NeedSettings not creating triggers from paramaters on init
10 Years Ago
human imports, attachment mesh filter/renderer cleanup in view creation
10 Years Ago
Added scoring for a unit's need for food to the Value of Harvest consideration, but looks like we're having some issues triggering the Need.Food. Will have to solve that before this change can be tested (it depends on needs).
10 Years Ago
Fixed the duplicates in radial menu for when holding two or more items.
10 Years Ago
If there's multiple items of same type, only display one of them in the radial menu.
10 Years Ago
Changed Consideration "Weight" to "Contribution", a better name for something limited to [0,1].
10 Years Ago
A Consideration can now be weighted, so that the less you want it to be taken into account at scoring a decision, the less the value should be. The weight is limited to [0,1].
10 Years Ago
zone editor fix
10 Years Ago
good words
10 Years Ago
Seasons editing tweaks, moving classes and enums out of BiomeSettings
10 Years Ago
ignore zone spawn overrides when not in editor zone editor cleanup
10 Years Ago
TOD hacks (inspector buttons for XML import/export) TOD XML loaded from Biome once again (and in editor when switching Biome on the Zone inspector) Added Swamp Biome (copied from Temeperate) and TOD settings XML
10 Years Ago
debug tweak
10 Years Ago
Added RequiredByMachine and RequiredByTribe Item considerations Added Description field to MachineProcessSettings for editor comments Added GroupManager skeleton (not doing anything yet) FuelToEffect machine process now overrides OnMinute logic, burns for one duration per input entity Value OfHarvest consideration now scores against machines from the known buildings list too Improved (though somewhat hackily) callbacks between pathfinding actions (GoToSmartObject) and Unit Pathfinding, should fix most issues
10 Years Ago
Skydomeeee
10 Years Ago
mats
10 Years Ago
Human updates Teepee update Adding some IK stuff to HumanView (wip)
10 Years Ago
-IM queries now take an optional weight parameter, so threatening things can be differently threatening
10 Years Ago
Added interactions based on intention for harvesting stuff, etc. Fixed some minor NRE issues related to activity.
10 Years Ago
Reverted step value on Health
10 Years Ago
10 Years Ago
Cleaning up some Building and Machine code. Cleaned up old removal routines for Unit Senses Added missing Berries item view
10 Years Ago
Fixed issue with Buildings init not working properly
10 Years Ago
Added MaxInputEntities to MachineProcessSettings Added InfluenceMapEffectorParameters, included in EntitySettings and used to create effectors on init Updated Before Editor with some of the new data (inf map, predator list for species etc) Removed requirements from campfire Fixed NRE in ActivityManager
10 Years Ago
Species predator list uses WeightedObject Added DestroyOnUnsubscribe to SmartObject Added OnSmartObjectDestroyed callback Improved object destruction in GameManager Player RMB now creates a Go Here Smartobject and subscribes the selected Unit Only SmartObjects where ScoreForDecisionMaking == true will be tracked by Unit+Senses (it's on by default)
10 Years Ago
Added SmartObject GoHere SmartObject now has an overide for DM scoring
10 Years Ago
Rebaked island 002/003 maps
10 Years Ago
Fixed some issues we had with new IM. No longer clamps results prematurely, and we now use the SO's position for querying the debug visualization rather than the unit's position.
10 Years Ago
Made IM debug gizmos use custom colors (yay transparency)
10 Years Ago
Player can select any Entity when playing in the editor
10 Years Ago
Nuked flags utility
10 Years Ago
Added NaturalPredators list (of species) to SpeciesSettings Added some species sepcific IQ preperation methods to Zone+InfluenceMaps, which prepares queries using the afformentioned species data Reworked IM a bit, removing the flags type enum Added BeforeDebugObject component , for deferred (not the rendering type but the english word, yo) gizmo drawing Derived SpeciesInfluenceMapEffector Split out IQT and IQCT enums to files Probably some other stuff I forgot
10 Years Ago
Added a DSE for constructing buildings, that wolves and bears don't rush to your camp to help out...
10 Years Ago
Minor tweak in InfluenceQuery.
10 Years Ago
Cleaned up a little bit in InfluenceQuery.
10 Years Ago
Generalized InfluenceQuery class.
10 Years Ago
Fixed misc IM and made it work with mask vs mask.
10 Years Ago
-enum sweetness (looping through elements, vs manual hardcoding)
10 Years Ago
Moving towards supporting mask vs mask testing for influence map type masks.
10 Years Ago
Cleaned up entity destruction routines a bit, overriding in Unit to make sure we remove ourselves and our Agent from their respective managers. InfluenceMapEffector now derived from EntityComponent (TODO : make this configurable in BeforeEditor) Improved list maintenance in Unit+Senses
10 Years Ago
Refactored IM a bit.
10 Years Ago
Renaming Consideration asset files
10 Years Ago
Fixed missing directive in InfluenceAtPointConsideration, code consistency pass
10 Years Ago
Added SelfType and TargetType enums to ConsiderationSettings
10 Years Ago
-renamed namespace of InfiniteInfluenceMap
10 Years Ago
Minor tweaks to IM.
10 Years Ago
Fixed BeforeEditorTab.CreateTypeGroups not working
10 Years Ago
More IM tweaks.
10 Years Ago
Cavemen should probably not be considered a threat in the context of the SO gizmos.