17,530 Commits over 1,614 Days - 0.45cph!
Some editor tweaks + actions
Added AttributeType enum for use on front end organisation of Attribute settings and enum construction in Agent editor
Fixed Agent AssetEnum issues in the species editor tab
Fix for Agent+Need delegate NRE.
Fix for UIEditorWindow NRE
Fix for Resource prefab creation in BeforeEditor
Fixed NameGenerator and moved the names files to Resources/Config
Tribe assigns names properly
Fixed couple minor issues with Attributes
Unit debug sidebar UI now shows selected unit's attributes/needs/effects
TOD tweaks
(Untested/uncompiled) - Attribute moved to a float-based value scheme.
Debug UI fixes
AgentManager Ticks using TOD_Time.OnMinute
RockPrefab and Biome RockColor stuff
Moved everything in /Scripts/Gameplay to /Scripts
More Biome and Flora Group editor stuff.
Added SESSAO
Reverted QuickBrush files
Fixing accidental third party changes
Some flora group and biome editor tweaks
Editor improvements... cleaning up CreateAsset a bit and offloading stuff into the base class
Added FloraGroupSettings asset handling + tab
Resource SmartObject selection enum
Updated/re-imported Amplify and TOD
Player settings and biome fix
Resource editor tweaks but its not being happy yet :(
merge from zone resources
Changed ResourceStates to Full/Empty/Destroyed
Fixed Harvest() call in HarvestResourceOneOff action
Nuked ResourcePine.cs
Added base Harvest logic to Resource
Added some Growth related data to ResoureSettings
Added Growth method to Resource, using ResourceSettings data and TOD_Time Actions
Fixed some class / filename inconsistencies
Fixed some assets missing scripts
Disabled Weather
Nuked some old assets that survived the merge
Moved UnityVS to Assets/ root because apparently it's being a dick now
BeforeEditor fixes and resharper settings update
Reverted some accidental ThirdParty script changes
Also ignoring Assets/Editor and Assets/Standard Assets
Updated resharper settings to ignore third party
Manger.update renamed to Tick
PlayerComponent update renamed Tick
Exposing Agent Needs and Attribute lists
Tweaking Unit Selection a bit
Updated UnitDebug scripts
Added AgentType enum and field to AgentSettings
Agents editor now uses AgentType for categorisation
SpeciesSettings hold groupAgentSettings, used by GroupSpawner when creating species-based groups
Added Tribe Agent
Removed IGroup
UnitInfo cleanup, (moved out of Unit class, etc)
Tribe maintains list of available names for Human Members
GroupSpawner now inits Unit and Agent
Renamed AIManager to AgentManager
Added SmartObjectManager to Globals object
Removed SmartObjects references in AgentManager
GameManager tweaks
- Implemented GroupSpawner system - uses old Group spawning code. Spawners get created by ZoneEcology from the Biome.SpeciesList
- Added some placeholder unit/view prefabs for Human
Disabled Unit selection routines in Player
Removed SOv3 namespace
Removed all SOv2 code
Got everything compiling