17,530 Commits over 1,614 Days - 0.45cph!
Better debugging of smartobject influence response. Each smartobject will now on OnDrawGizmos query the threat influence at their point.
Some tweaks to IM stuffs.
-added a ctrl+alt+b shortcut to open the data editor.
Tweaked the gizmo drawing of influence response a bit to display only for selected units.
Some tweaks to influence maps + added a slight hacky debug gizmo for influence per target (see Smart Object for DrawInfluence).
Species view creation automatically sets animator properties, including assigning a controller from the source asset directory if one exists
Deleting UnityVS on the repo
-checking in yesterday's temporary considerations.
Added toggle for IME gizmos
Added InfluenceMapEffectorEditor
Assigned anim controllers on all view prefabs
Fixes and tweaks after weighted object change
Entity now stores WeightedObject instead of EntityView for view prefabs
Expanding BeforeDebug a bit, all species can now be spawned in-game from the spawning tab.
A little InflueceMap.cs cleanup (redudant field initializers)
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.
Shifted the Influence At Point Consideration to its proper folder, and created a Unit.Any.ConsiderSafety consideration asset.
-not quite working implementation of a InfMap consideration.
Fixed bug with species creation where unit prefab wouldnt get assigned
Stopped HumanEditor showing handles outside of playmode (caused errors)
Nuking and moving some editor utils
Rename before debug folder
Fixed asset create not working for some data types
BeforeDebug work
Wolf prefab affector and rename
-made influence consideration more reasonable (ie. 0 influence safety = middle of the curve, -1 safety = 0, 1 safety = 1)
Moving editor files around a bit
-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
Added Unit.CurrentZone property, set on init
Made GetEnumarableOfType faster by returning list of Type
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
-threat and safety map currently created and updated in their thread
island 002 tinkering
species spawn numbers tweaks
added rocks spawn
-brought humans back to old values (also incidentally testing political propaganda on cavemen)
-new influence maps and InfiniteInfluenceMap.Query object
Effeeeeeeeeeeeeeeeeeeeeeeeects
-should have fixed double tribe spawning (SpawnHandler wasn't checking for 'IsRepeating')
Cleanup/class splitup of ConsumableEffect
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
Removing old step modifer code from Attribute