19,298 Commits over 1,614 Days - 0.50cph!
Moved weapons into item atlas. (Fresnel is a bit weird atm in some lighting conditions.)
FX tweakery.
Weapons to greybox
Atlas stuff.
Improved some meats.
More adjusting levels in atmos pieces
-decision log now can also show 'best decisions' (vs just best goal/gp/gpv)
GroupedCondition
Made DataAsset assetName non serialized
UDM FilterBehaviourTargets success bool
Added DataAsset.AssetNameDebug
-profiler hooks revealing which species are causing havock with DM (UNSAFE!)
-A goal that's not marked for DM will warn about that in the editor
Updated item view prefabs
Projectile trailer renderer management fix
Fixed NRE in Unit.FireProjectile
Use unscaled time for double click timing in PlayerCamera
Rest goal tweaks
Custom billboards mesh with pivot at the bottom, fade out clouds atlas texture, TOD tweaks
Break BC if entity from BCD is nulled
PerceivedUnitData IsPercieved bool to aid in threat tick gating
Lowered Unit+Morale.TickMorale tick drain rate
Fixed a bunch of issues with the option UI
Fixed water GraphicsOption not working
Added GraphicsOption.Grass
Caught an NRE in BehaviourChain
Gating grass graphics option toggle
Save graphics preset + quality level in player prefs
Quality settings tweaked, max lod bias down to 1
Profiler hooks for Condition.Evaluate and Consideration.Score
-Decision Log logs when an interaction/ability 'fails' DM by filtering not finding any hit, rather than DSE.
-little fix in GoalSettings Validate()
-decisionLog logs decisions for currently selected agent when started (if a single one is selcted)
Temperature is now an Attribute rather than a Vital, and introduced Body Heat Generation Modifier Attribute. Unit+Temperature's TickTemperature will modify how much heat is lost from exposure to the Ambient Temperature of the Zone/Biome, by modifying change over the delta.
DecisionLog filter / toolbar layout tweaks
Delta time now accumulates in Tick Temperature. Increased time to reach Ambient Temperature, for a slower tick till doom rate.
Reintroduced Stat Linkers as strictly Stat Ratio Linkers.
Movement speed now affect the Body Heat Generation Modifier, such that when running naked the temperature will slightly increase, while when standing still the temperature will fall.
Added an optimization to the temperature simulation, such that if a unit has a body heat generation modifier of 1, which effectively nullifies the impact the ambient temperature of the zone has on the unit, then we simply don't do the calculations.
The campfire now adds a 1 modifier to the Body Heat Generation Modifier within a range of 20. This should "really" scale with distance!
Other animals should be affected by the warming heat that comes off of a campfire too, not just the humans.
Some items provide stat modifier to Body Heat Generation Modifier now when worn.
Added stat linker for current speed to body heat generation modifier ratio back in for Humans (got erased when I reset stat collections in last commit).
Added a response curve into the mix, so that the further away from default body temperature we go, the more the body will strive to keep body temperature.
improved sit anims
improved wolf run anims
change units speeds to not hover in awkward positions blendwise (eg walk being 2.5 and blending between a walk and run that dosent have the same gate pattern, can change anims if it is vital the old speed is set for gameplay reasons)
added 1 meter per second walk anim to generic controller
young and female deer variations
female and young wolf variations