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

10 Years Ago
Currently all interactions of a Smart Object must be enabled for an SO to pass as Subscribable... picking up sticks now works.
10 Years Ago
Before Debug will now only show decisions that score higher than 0. Item no longer override the SO Trigger layer. Work in progress on getting units to consider picking up items (sticks in particular) when campfire is placed. Disabled Harvest DSE for DM while working on item pickup.
10 Years Ago
Fixed bug where placed buildings wouldn't be perceived as Smart Objects by Unit+Senses. Cleaned up some more Considerations. Added a IsInLayerMask extension to the TransformUtil. Modified the SetLayer in TransformUtil to take a bool on whether to propagate mask to children. Cleaned up some inconsistencies between using SetLayer and gameObject.layer. Cleaned up project to use IsInLayerMask over gameObject.layer ==.
10 Years Ago
Reverted terrain shader stuff for now to digest which version is superior Added LODGroup to some item views and tweaked foliage LODS... to basically no effect! Imported some LUTs
10 Years Ago
Clearing up some RadialMenu whackness
10 Years Ago
Fixed Resource not creating harvest interactions properly SmartObjec initalization happens earlier in Entity creation now, may or may not cause issues (can't remember why it was done at the end)
10 Years Ago
Cleaned up EntitySettings Create methods and overrides in species/item/building and resource
10 Years Ago
Resource is now an Entity rather that EntityComponent Fixed some bugs with view handling in BeforeEditor Fixed reorderable lists removing the wrong item in some cases Minor cleanup of SmartObjectSettings (made fields public)
10 Years Ago
Some fixes to DSE + Considerations.
10 Years Ago
Numerous editor tweaks and cleanup mostly around Consumables and Considerations Removed several partials from PlayerController, replaced with new generic handling of Entity interactions
10 Years Ago
Some Consideration cleanup.
10 Years Ago
10 Years Ago
Fixed issue with entities not being destroyed when they dont have a smartobject component Moved BuildingSkin out to it's own file, added skeleton for BuildingState Added MachineProcessEffect monobehaviour to track and manage effects created by Machines MachineProcess can now take additional input entities whilst running (to be made optional, but it works for fuel processing) FuelToEffect MachineProcess increases the duration of the process as more input is added (should also scale the size of its VicinityEffect) Cleaned up FX_Fire prefab a bit Basic effects stuff in MachineProcess
10 Years Ago
tweaks
10 Years Ago
More work on Machines. Added MachineProcessSettings, IMachineProcess and FuelToEffect process type. FuelToEffect takes and produces new VicinityEffect entities. Added IEntityContainer interface to simplify dealing with Entities that can have other Entities deposited or otherwise contained in them
10 Years Ago
Started work on Group+Knowledge and Tribe+Knowledge. Cached a lot of the common Consideration lookups at the Group level. Optimized Value of Harvest Consideration.
10 Years Ago
Fixed issues with SpeciesSettings.GetViewPrefab
10 Years Ago
Maybe forgot to save a thing
10 Years Ago
Tribe/TribeHub refactoring. TribeHub (what shitty name) gets created during Tribe.Initialize(), remains inactive until it is assosciated with a Building. This is done through PlayerController's building placement code at the moment. Buildings can be flagged as "CanAccessTribeHub" in their settings.
10 Years Ago
More performance tweaks in DM, specifically ValueOfHarvestConsideration caching of smartobjects that have a Building component
10 Years Ago
Moved ConsumableEffect class out of ConsumableSettings and ported handling of them to Agent Only SmartObjects with one or more free subscribtions are processed by DecisionMaker Some minor performance optimisation in Building requirement related methods
10 Years Ago
Tweaks
10 Years Ago
Tweaks
10 Years Ago
DM and Senses tweaks
10 Years Ago
Machine tinkering
10 Years Ago
Started on a Value of Harvest consideration, and created a new DSE "Harvest Score".
10 Years Ago
Removed UnityEditor directive in EntityComponent
10 Years Ago
Misc DM related stuff. Nothing actually working just yet.
10 Years Ago
Refactoring EntityComponentSettings storage in EntitySettings Added new UI for EntityComponent management in BeforeEditor Removed BiomeMaterialObject components from tree prefabs Misc editor cleanup
10 Years Ago
Adds
10 Years Ago
Split BeforeEditorTab into a partial for easier working with ViewManagement code Fixed bug with ViewMangement for Species/Entities with preset views Moved Creation of SpawnPopulations out of Zone+Ecology and into BiomeSettings
10 Years Ago
Spawn handlers created in Zone+Ecology no longer tick/respawn
10 Years Ago
Missed a bit
10 Years Ago
Removed old UnitManager_OnMinute method
10 Years Ago
Fixed so that decisions that score 0 or less will always be rejected by DM.
10 Years Ago
Camera culling mask fix
10 Years Ago
Species Consideration now defines a Default Weight that's returned if a Species is not defined in the Species Weight list. Defaults to 0, but can be "inverted" to 1, say, for special cases.
10 Years Ago
Added Species Consideration and a Human Only example of it.
10 Years Ago
Some Machine groundwork
10 Years Ago
UnitManager call TickUnits via TOD_Time.OnMinute
10 Years Ago
Disabled weather
10 Years Ago
Tweaks
10 Years Ago
Tweaking Unit+Senses raycasts a bit (better masking and layer checks on hit objects) Raycasts can hit triggers now Item now creates a child collider "SO Collider" acting as a Trigger on the SmartObjects layer
10 Years Ago
removed trees from island003, painted some forest topology map areas
10 Years Ago
Added rocks/bank01 mesh Added some layer culling code for testing Tweaks
10 Years Ago
Species ecology/topology spawn settings tweaks and island001 toplogy updates
10 Years Ago
SpawnHandler tweaks. Player tribe should always get spawned now. Units will automatically move themselves to a nearby valid navmesh position on init
10 Years Ago
Fixed things not spawning in smartobject_test and other small terrain scenes Added ForceDensity bool to SpawnPopulation TerrainWeatherObject finds parent zone more reliably Scenes assets (baked maps etc)
10 Years Ago
-unbroken building. Also new dlls for vs cause vs/unity does that.
10 Years Ago
-crazy maths for arrow trajectory. Arrows do fly nicely to their target at any height tho.