17,530 Commits over 1,614 Days - 0.45cph!
Added Toggle UI button (F10)
Added Toggle Free Camera button and hacky free camera implementation (F11)
Some workarounds with IEntityContainer to get deposits working for Machine again...
Tweaking MachineProcessEffect
AttributeModifier tinkering
Missed adds
Also in last commit : added AttributeModifier and calculation using them to Attribute
Lots of tweaks around effects mostly
Added MeasurementType to MeasurementParamters
Lots of editor cleanup, tweaks and improvements
Deleting conditions
Fixing resharper
DepositItem action will now use the DepositItemIntention data when running, if it's available. Otherwise it falls back to old ways...
Updated all Action constructors to accept Interaction.
Renamed IIntention interface to Intention.
Added DepositItemIntention.
Set up so that PlayerController can inject specific Intentions for SO subscriptions.
First step towards the introduction of Intention.
Ripping out "Controller Interactions" related code, and all interactions generated at runtime by containers
Added AddInputToMachine Interaciton and DSE
Fixed a bug with calculating the percentage of how completed a building is (with respect to requirements). Related to issue #99681576
Triggers created at runtime add themselves to TriggerManager for evaluation.
Tweaks
WIP Trigger/Condition refactor, effects not working currently but game still functions
Overriding the type passed to CreateAsset in in tabs that work with abstract data types (condition, trigger, consideration etc)
Added HasAttribute Condition
Added EnvironmentalModifier Effect
Big chunk of editor cleanup and refactoring mostly around asset list generaton, tab refresh and creation
Material organisation in Resources
Fix compile error because UnityEditor directive in GameManager (ty resharper)
Removed some kinda pointless special handling for quitting the game in the editor.
Better handling of entity destruction (GameManager does it)
Fixed effects not applying "bug" (Action.Start() was returning if SmartObject property was null, falsly assuming that all Actions required an SO.. my fault!)
Some itemview attachment tweaks
Stop certain materials being tinted in the biome library (name filter)
Added BeforeAnimal shader with RGBA vertex color tinting
MeshColliders on source assets used in view creation are automatically set to convex
Imported 10 new/updated music files from Jenny
Music is now arranged and played together regardless of Season (for now)
Updated wolf, deer, bear and mammoth to use vertex colors for tinting as per new shader
Fixed issue with view creation not adding the correct view component type
Updated resharper settings to ignore some things
Hunger step value is -1 for testing, but the Starving Effect isn't triggering/being applied (bug cc ptrefall if you have time to look at it tonight :3)
UpdateViewFromSourcePrefab fixes
Special handling for Unit and Building view updating in Before Editor
Views can be updated automagically from their source assets in BoforeEditor
Basic prefab caching for DecorSpawn
FoliageTools cleanup and fixes for duplicat material creation
Temperate biome tweaks and some manual (ew) foliage material fixes.
GrassSpawn/DecorSpawn Biome integration
Biome editor material library improvements.
Enabled TOD Scattering on player camera prefab again (whoops)
FoliageTools updates, now resides under Tools menu > Process SPM Assets. Takes all SPM assets, consolidates materials, creates prefabs with NavMeshObstacle components using ST exported CollisionObject0 collider size, copies materials (with sensible names, using the Before/SpeedTree shaders, assinging TintMask textures if they exist) to Resources/Materials/Foliage for runtime tinting.
Moving all foliage assets around a bit, and renaming to match new conventions (type_family_variant_state_N)
Foliage tools scripts manual merge
Cleaned up SpeciesSettings.Create method
Biome tweaks, moved some material library methods out into BeforeEditor
More data type name consistency changes (GrassPopulation/DecorPopulation)
Added Grass and Decor tabs to BeforeEditor
Moved Scripts/Graphics/Terrain to Scripts/World
Renamed SpawnPopulation -> SpawnPopulationSettings
Fixed some issues with ResourceView not updating skin visibility properly
Remade pine view prefabs
Added ferns decor asset
Store layer name in EntiySettings derived assets and set in EntityView.Setup base method
Set EntityComponent IsActive on init
Wrap de/activation of ECs in conveniece methods for readability
Consistency checks across all Entity derived types and their init routines (Unit remains an exception due to some older view creation code)
EntiyView and derived classes cleanup
Removed unused ownerGroup and ownerController from Building
BiomeMaterialObject now added to EntityView instead of Entity
Removed missing component from Player prefab
Transform layers set in BuildingView and ItemView and ResourceView
Moved Resource scripts out of /Entity
Cavemen now gather sticks and deposit them to an unfinished campfire autonomously.
SmartObject Subscribable fix (return true if any interactions enabled and subscription count < max sub count)