17,530 Commits over 1,614 Days - 0.45cph!
- BeforeDebug now prints out Decision Score as well.
- Decision now sets TimeNow when we reuse an old instance to set new data.
- Twealed down Maslow Type bonus massively, to make results more readable.
Entity debugger tweaks, displaying Agent.DecisionMaker.CurrentDecisions list
Fixed so we can change DecisionMakerSetting TickRate at runtime.
BeforeEditor DM data assets tweaks
Added BeforeDebug window, with basic unit attribute display for now
Split BeforeEditor in partials and improved tab handling
A few tweaks to Maslow levels for Interaction + tweaked so distance yield less score.
Added a test in CanAttach that says IsAttackmentPointValid, rather than to expect any dictionary lookup will result in a valid value.
Animal DM, assigned to all animal agents
Decisions for current and last tick is now cached. And rather than instanciating new decisions, when there's room the content of a decision is just replaced with new data to reduce the number of "new" calls each decision tick.
Properly cleaned out "incentive" and replaced with better interaction handling.
added biome_test scene
fixed issue with WaitForClipFinished in Unit+Sound
some hacks and workarounds in world and zone to allow scenes with multiple zones to load properly
BeforeEditor history fixes
Before Editor tool bar + back/forwards buttons and history
Added Unit.Noise float property, set to 1 when playing sounds
Updated Human View prefabs (exposing RigHead xform)
BeforeEditor tinkering
Added support for picking up items into a carried container. Containers have a max weight and max volume, used to determine what can be deposited into them.
Added Volume and Weight properties to ItemSettings
Added Hand Basket (carryable container)
Added two new carry/holding anim poses
Added some placeholder female sounds
Island002 tinkering + navmesh
SpawnPopulation editor and weighted randomisation
More normal map bake hacks
Attribute.Simulate() now calculates the step value when playing in Editor
Added optional Snow Accum Offset; toggable via "EnableAccumOffset" in TerrainWeatherExtension
Fixed building rotation not aligning to ground normal
Updated SE plugins
Fixed UI not blocking raycasts
RMB cancels building placement
Fixed splat tints not updating on terrain => added TerrainBlendExt.UpdateMaterialParams() to SetSeason
Rain FX remake. (Only calibrated for night atm)
Added Unit+Sound with PlaySound method (takes a sound type enum param)
SpeciesSettings now runs LoadUnitSounds from OnEnable, and stores sounds in a dict (gender as the key). Added FindUnitSound method to retrieve sound using ender and sound type as above.
Units now play sounds when seleced, deslected and given orders/succesfully subscribed to an SO by the player
These chicks is women... they like that all the time. https://www.youtube.com/watch?v=xauKgEX7PeQ
Updated View AttachmentPointOffset data for stick, axe, spear, log, basket and rock
Made SceneSaveHook not shit
Updated ItemView/ResourceView and BuildingView with custom handles for SO interaction distance
Moved AttachmentPoint transform offset handling to ItemView, updated custom Editor with buttons to copy/save the current transform data for each AP
Only check colors of valid splats for grass meshes if smooth color transitions are disabled
Fixed greenbox scene
Moved Spawn/Decor/Grass assets into Resources/Settings/World
Updated Candelight Handles (maur
TerrainConfig ref stored in BiomeSettings, updated ZoneEditor to make sure any TerrainMeta components in children have their config refs updated when changing Biome
FloraPrefab OnEnable stuff removed, new FloraPrefabs and RockPrefabs now register with ZoneSeasons for their material setup
SpawnHandler tick now measured in TOD Hours (using TOD_Time.OnHour)
Removed TerrainMeta Awake() logic, Init now called from the parent Zone
Added Pine Tree Item + Resource asset
Spawn tinkering
Added custom editors for SpawnHandler, GrassSpawn and DecorSpawn (YAY REFRESH BUTANS)
Re-worked SpawnPopulation to support spawning ItemSettings assets via their Create() method
Added ItemSettings.Create() overload with transform params
Added some test spawn assets for trees and berry bushes
NRE checks on some delegates in PlayerController
Before/SpeedTree*: changed Smoothness/Transmission map to TintMask/Transmission map; added support for masked tinting
Fixed smartobject_test scene