17,530 Commits over 1,614 Days - 0.45cph!
- Improvements to item view handling in BeforeEditor
- Added some basic art for wood/stick/berries items
- Resource now creates Interactions before passing them to its sibling SO. This is hacky for now, but it works
- Added Scripts/Utility/ItemSpawnTester
ItemComponetSettings creation first pass
- Item Refactor
- ItemSettings, Item and ItemView no longer abstract
- Added ItemComponent
- Resource renamed to CraftingMaterial
- Containers renamed back to Resource (TODO : Add generic Container that Resource and others will derive from)
- Resource, CraftingMaterial, Consumable and Equipment all derive from ItemComponent
- Added Editor tabs for different ItemComponents
Fix ZoneEditor not persisting the correct Biome enum
Arid Biome + Palm FloraGroup. ZoneSeasons editor update tweak (fixed biome editing preview)
Removing Colliders from Zone in all scenes
- Added AddToStockpile Action
- Added DepositItem Action
- Added ConsumableView, ContainerView
- Added Placeholder Sticks and Wood Views
- Added Constructable SO
- Cleanup/Fixes
Building construction requirements groundwork
Removed ResourceType from DispenserSettings.Item
Added ItemCategories enum
Reworked Harvesting a bit to use ItemCategories when finding the item to harvest
Building now derived from Item (which feels wrong, might rename Item to Entity?)
Fixed a dict lookup error in BeforeEditorTab
Better handling of MinMax sliders (float rounding to decimal places)
Vastly improved handling of AssetEnums in BeforeEditor (no more crap in SelectAsset)
Added Editor designs for Resource (Dispenser) Item management
Added option to hide assets with no editable properties in BeforeEditor
Renamed Incentives to Interactions
ItemSettings again holds a list of Interactions which are passed to the Sibling SO on Init
Add/Move/Deletes that I missed
Basic Item consumption now works.
ModifyAttribute supports Consumable derived "settings"
Added PickUpItem and ConsumeItem actions
Added smartobject_test scene assets
Action refactor v1
ActionChains now have a single execution method in Run()
Action has mehods for Start, Run and End
Refactored all existing Actions
Attributes start at their "positive" value (whichever value is > 0). Tweaked energy and hunger steps
Upped attribute modifier precision
AgentManager ticks every 5 TOD seconds
New game will always start at 6am (random month between March and August, random day)
Removed IResource
A little more Activity cleanup
Placeholder berries item view
Resources now dispense items (call the ItemSettings.Create method for now) when harvesting, they pop out and bounce around like idiots.
Did a silly thing and added OnSecond to TOD_Time, and use it in AgentManager to fire Ticks :x
Cleaning up Activity a bit, added CreateUnitActivity Action
Fixed GoToSmartObject directives compile error (ty resharper)
Fixed some annoying width crap in the editor UI
Removed PlayerBuildingControls from Player prefab. Skeleton of PlayerController+Building partial added
Renamed PlayerCameraControls to PlayerCamera
Ported interior/exterior transition stuff out of Player and into PlayerCamera
General refactor/cleanup of Player
Human views no longer flagged to apply root motion (caused weird offsets)
Hide human mouth plane
HarvestResource cleanup
Fixed weird ActionChain override bug (it wasnt null like it should've been)
Added GoToSmartObject Action. Currently the first tick fires the invoke and we wait for a OnDestinationReached Callback before calling on_action_done_callback, still actions don't seem to stop ticking.
"Fixing" some NREs in ActionChain
Added ItemSettings / Item / IItem
Reworking ResourceSettings / Resource
SmartObject reference now passed through ActionChain CreateAction and so forth
Re-wrote HarvestResource
Updated Before Editor tabs for Action and Resource
Fixed SmartObject Init setting incorrect subscriber count
Fixed SmartObject incentives list not being initialized
Fixed BeforeEditor CreateNewView naming skin transform incorrectly
PlayerController now handles smart object interactions in a nice generic way, so right clicking on any ISelectable with an SO component will call TrySubscribe for the first Incentive available
Deleted some old actions
Moved interaction interfaces to their own files
Shift/Ctrl modifier key handling in PlayerController
Added FollowWorldSpaceTransform() method to UIWidget base class
More PlayerController and interaction tweaks, killed some weird bugs with rect selection. Lots o' cleanup
ISelectable improvements, added widget and some listeners in GameUI
Cleaned up DebugUIZoneTab a bit
Fixed FoliagGroup material copying/assignment not working
Bad usings in species settings
New Startup/Logo UI for standalone build
Updated GSD for tribe changes
Merge from interaction refactor
Actually fixing that method
SpeciesSettings.GetViewPrefab NRE/index fix
Biome species list NRE fix