17,530 Commits over 1,614 Days - 0.45cph!
Added Machine EntityComponent and settings, MachineFunction WIP.
Minor refactoring and clenaup fof Entity and derived classes, moving functionality around. Cleaned up Action a bit
BiomeMaterial lib/object/settings tweaks, game runs again.
Biom mat library tweaks, and view management fixes. Nuked trees so I can merge from Peturs branch cleanly
Updated standard terrain shader for blend masking; added two props for control: blend factor and fallof
Removed unnecessary standard shader UI clutter (unused)
Updated Terrain material asset
Added EntityView base class
Before Editor: Improvements to view creation and management (better prefab creation, storing of asset paths etc)
Merge from Mr Tree's Wild Ride
Paintover island mesh test thing
Added ZoneMaterialLibrary, ZoneMaterialObject and ZoneFloraObject
Each Biome holds a library of materials copied from the original reference materials (loaded from Resources/Materials right now) on startup.
Items are registered with their parent Zone and have materials assigned during creation/startup
Added some more Button draw methods to BeforeEditorLayout (colors!)
BeforeEditorTab ViewMangement improvements/tweaks
Added spawn dithering thing to species settings
Tweeaaaaaaaaks
Enabled rigidbodies on items again
BeforeDebug/Entity View window retains selection after player selection is cleared
Terrain texture cleanup. terrain_grass_highpass.tga has heightmap for blending in alpha channel
Fixed GoTo button in BeforeEditor.DrawAssetEnum()
Improved BeforeEditor DrawAssetViewsManager, cleaned up some crappy code and added prefab previews
Better scrollbars in BeforeEditor
Potential fix for SmartObject MRE in Actions (Item.DestroyItem() waits for SmartObject.SubscriptionCount to hit 0)
Resources are destroyed properly when their master item is depleted
Added vertical/horizontal layout switch to EntityViewer window
Numerous tweaks to SpawnHandler/Population and mangement through Zone+Ecology
Added some custom background images for and un-ignored a couple more glypicon images for the editor
SkyDome prefab tweaks (normal bias sadface)
Moved all graphics/terrain stuff into the Before namespace. Code consistency and layout cleanup. (sorry andre/diogo :3)
Stopped smaller items (stick, rock) being spawned with a rigidbody because suddenly performance death on 5.1.1p3
More tweaks to spawning setup, number of populations added to the handler for each Zone is scaled with the size of the Zone
Some Unit structure tweaks (declaring partial methods in the main class like we do in other partial classes) (TODO: Make this consistent in other code)
Refactoring World and Zone. Made into partials, cleaned up and removed old crap.
Added basic setup for SpawnHandler/Population creation through Zone+Ecology, driven from BiomeSettings
Numerous tweaks to SpawnHandler, SpawnPopulation etc
Added SpawnPopulation settings to Species and Biome
FloraPrefab ditched in favor of new BiomeMaterialObject component, WIP biome material library system
Updated all scenes in line with new Zone component setup
Updated GSD/GDS
-fixed Shoot function to work (ie. provides correct velocity for the arrow to reach the target.
-added a Shoot2 function, which instead finds the shooting angle from a fixed velocity (ie. fully pulled bow). Doesn't quite work if there are big height differences yet.
Arrow shooting test scene, scripts and asset
Fixed Before/SpeedtreeBillboard's scumbag inverted vface causing bad normals
Fixed transmission set to const
FloraGroup cleanup (removed the tinting bools and all related code)
ZoneSeasons sets _Tint color on flora prefabs, not _Color
BeforeEditor tinkering
Consumables now destroyed after their action chains have finished (which is crap, we need to send effects to the agent and destroy the item itself on consume)
Added Unit Behaviour stuff to the Entity View
Added head senses object creation back in
Added hearingFalloffCurve to UnitSenses (not being used yet, only to test DiscGraph handles in HumanEditor)
Human male tweaks
Moved animation event reciever to UnitView, forwarding up to Unit. Also made it generic (passing string to use for lookup)
Added Unit+Animation
Unit cleanup, moved Senses init stuff to InitSenses()
Added animation callback for PickUp
DM only considers enabled SO Interactions
SetupAwarenessSphere() head finding replaced with Linq
unitmanger/senses style and layout cleanup
Merged from ZoneResources
Data Editor/Entity View tweaks and improvements
Added name override for interactions, exposed InteractionName property which returns either the name override or a formatted asset name
Interactions shown in the radial menu now read better (showing item name, etc)
Added SetKnownSmartObjects(IEnumerable<SmartObject> smart_objects) to DecisionMaker
- The evaluation of picking something up now considers whether we're already holding it.
- An interaction can now be flagged such that it will be ignored for decision making. Both at runtime and in data.
Misc tweaks related to DM.
- Added a consideration IsItemHeld.
- Added the DSE Drop Item
- Added a comment text area to DSEs. The intention of the consideration list can be hard to desipher without a text to guide it.
- Misc...
Decision Context now knows whether Myself is a Unit or not.
Momentum now diminish per tick based on a Drain Rate, rather than a Drain Time... meaning that higher starting momentum will result in longer drain time (when drain rate stays constant).
Player Controller can now set the initial momentum on subscription to a smart object.