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

10 Years Ago
Better debugging of smartobject influence response. Each smartobject will now on OnDrawGizmos query the threat influence at their point.
10 Years Ago
Some tweaks to IM stuffs.
10 Years Ago
-added a ctrl+alt+b shortcut to open the data editor.
10 Years Ago
Tweaked the gizmo drawing of influence response a bit to display only for selected units.
10 Years Ago
tinkering
10 Years Ago
Some tweaks to influence maps + added a slight hacky debug gizmo for influence per target (see Smart Object for DrawInfluence).
10 Years Ago
Species view creation automatically sets animator properties, including assigning a controller from the source asset directory if one exists
10 Years Ago
Deleting UnityVS on the repo
10 Years Ago
and again
10 Years Ago
ignore conf
10 Years Ago
-checking in yesterday's temporary considerations.
10 Years Ago
Added toggle for IME gizmos
10 Years Ago
Added InfluenceMapEffectorEditor Assigned anim controllers on all view prefabs
10 Years Ago
Renamed some LUTs
10 Years Ago
Fixes and tweaks after weighted object change
10 Years Ago
Entity now stores WeightedObject instead of EntityView for view prefabs
10 Years Ago
More of the same
10 Years Ago
Expanding BeforeDebug a bit, all species can now be spawned in-game from the spawning tab. A little InflueceMap.cs cleanup (redudant field initializers)
10 Years Ago
Fixed so that InfluenceAtPointConsideration Score returns the Score and not the Response. Added the new Consideration to DSE for adding wood to the fire and harvesting resources.
10 Years Ago
Shifted the Influence At Point Consideration to its proper folder, and created a Unit.Any.ConsiderSafety consideration asset.
10 Years Ago
-not quite working implementation of a InfMap consideration.
10 Years Ago
Fixed bug with species creation where unit prefab wouldnt get assigned Stopped HumanEditor showing handles outside of playmode (caused errors)
10 Years Ago
Nuking and moving some editor utils
10 Years Ago
Rename before debug folder
10 Years Ago
Fixed asset create not working for some data types BeforeDebug work
10 Years Ago
Wolf prefab affector and rename
10 Years Ago
metas
10 Years Ago
-made influence consideration more reasonable (ie. 0 influence safety = middle of the curve, -1 safety = 0, 1 safety = 1)
10 Years Ago
Actually moving
10 Years Ago
Moving editor files around a bit
10 Years Ago
-re-renamed units.wolf to unit.wolf -moved influencemaptypes into its own file -re-set humans with a 'safety' affector -added a consideration for safetyAtPoint
10 Years Ago
Added Unit.CurrentZone property, set on init
10 Years Ago
Made GetEnumarableOfType faster by returning list of Type
10 Years Ago
Console death
10 Years Ago
10 Years Ago
Tweaks
10 Years Ago
WIP sleeping stuff, bugged and hacky but amusing Added ExitActionChain to EffectSettings, an optional chain that gets created and fired when RemoveEffect is called on the Agent Refactored SetAnimatorTrigger to SetAnimatorParamater Editor improvements to better display action chains and paramater based modifiers together
10 Years Ago
-threat and safety map currently created and updated in their thread
10 Years Ago
Missed things
10 Years Ago
island 002 tinkering species spawn numbers tweaks added rocks spawn
10 Years Ago
-brought humans back to old values (also incidentally testing political propaganda on cavemen)
10 Years Ago
-new influence maps and InfiniteInfluenceMap.Query object
10 Years Ago
Effeeeeeeeeeeeeeeeeeeeeeeeects
10 Years Ago
-should have fixed double tribe spawning (SpawnHandler wasn't checking for 'IsRepeating')
10 Years Ago
Bit more cleanup
10 Years Ago
Cleanup/class splitup of ConsumableEffect
10 Years Ago
10 Years Ago
Some editor tweaks
10 Years Ago
Refactoring Entity/EntityComponent handling a bit. Building and Machine now automatically create add a Container EC if one is not present Remove IEntityContainer Building and Machine both subscibe to a single Container EC for their own entity/item handling logic (depositing, adding machine input etc) Added ModifyAttributeParameters to "inline" creation of ModifyAttribute Actions in the editor Added MachineCanProcessItem consideration NeedManager and EffectManager instantiate assets on awake Editor things
10 Years Ago
Removing old step modifer code from Attribute