19,298 Commits over 1,614 Days - 0.50cph!
Renamed Activity EC to EntityActivity
Added new OnActivityGeneratedTrigger
TriggerSettings.TriggerType is no longer exposed through editor, must be explicitly defined in code. Supports flags
Some editor refactoring
Fixed OnActivityGeneratedTriggerSettings NRE
Stick gathering AI now uses temperature and item value for machine
Fixed some editor shit, added a bunch of icons
Temperature Effects now use Temperature Stat.
Added Ambient Temperature consideration
Tweaked sticks on fire AI some more
DesireFullfilled Effect stat stuff
Added UnitActivityTypes.DesireExpired, recorded when unfulfilled Desires are removed due to momentum drain.
Added DesireExpired Effect, which makes people sad :(
Logistic curve functions now map to the yMin/yMax range since Logistic functions don't pass through (0,0) or (1,1).
Dispenser Effects to Main!
hungry hands/arms clip with clothes less
save to a list and then re assign bools during emote anim controller switch
Effects can now install AI Modules on Entities
Effects can have a randomised durations
Added mushroom effect and related behaviours
Dude, I'm tripping balls.
made storing and getting items from storage toggle the item bool to true or false
changed name of combat torso stabilise and kind of made sitting emoting work
Combined PickUp/Equip/Stow item actions into a single action with mode switch
Rewrote Items.TryHoldCarriedItem and TryStowHeldItem
Fixed OnUnitEquippedCarriedItem not invoking OnUnitStowedEquippedItem
readding torso stabilise script to torso layer animations as they all accidently got removed
slightly better, maybe, still lots of general problems
getting a location inside a territory should now take influence into account
Fixed Items switch callback always setting carry bool true
Fixed durations in effects
updated exhausted action to get removed at 25% stamina (allready added at 15%)
ordered and added wait in the add action to give the unit time to slow down before applying exhausted effect
UnitAttachments dict for lookup
Start cleaning up the Socials API
Fixed Units not having the Socials component by default
EntityComponentManager renamed to EntityComponentSystem
BaseEntity adds/removes itself to GridManager rathe than relying on EntityManager events
AI modules can now be installed/uninstalled for a specific Entity at runtime via the debug tools panel
ActionChain state debug object ref
Refactoring Socials to include the concept of Roles
all bugs fixed until I find more bugs
turned off exit time on some movement modes
Added Social editor, bunch of editor tweaks
Initial implementation of QuadTrees (still a little slow)
Merging QuadTrees in because actually they aren't too bad
Quad Tree nearest neighbour search is in.
Optimised QuadTree nearest neighbour a bit.
merged additive torso and leg layer, added switch layer to stop switch getting stuck while moving, however switch gets stuck putting away sometimes now
A wee bit of Social work.
- Added some observational comments with @Bill notation
- Fleshed out Role assignment a wee bit more, but needs a runtime class SocialRole me thinks... will add that next.
Baby-stepping towards Social participants, acts and roles all working together in harmony. Still some way to go (see comments @Bill).