19,298 Commits over 1,614 Days - 0.50cph!
- BehaviourChain makes sure that all created Behaviour instances hold a reference to the BehaviourChainData
- HarvestResource Action populates BCD with a list of succesfully harvested items
- HarvestResource should make sure harvesting timers don't continue to tick if End is called early
- Organised Actions folder a bit
WIP berry gathering via Goals
Added sad event music for very sad times
-seasons are now assets (seasonsettings)
-zones have biomes, which have min-max temperatures, and seasons
-seasons define day/night temperature, in respect to season's min/max with an animation curve
-units' Temperature BaseValue constantly lerps towards ambient temperature
DM now drills down through Goals until it finds a GoalPlan
-fixed IM NRE error, was caused by missing InfMap being queried straight after creation (ie. before threaded process made one)
SmartObject creates interactions properly again
Building construction states are seperate from the primary state
Buildings now store a list of interactions flagged by BuildingStates
More Interaction and behaviour refactoring
WIP BehaviourChain, IBehaviour refactoring
- Added useDynamicShadowDistance toggle to PlayerCameraEffects CC: petur
- Fixed issues with Goals breaking DM
Goal support in debug window decision listing
Only setup Goal decisions in UnitDecisionMaker
First pass at Goals DM integration
- Goal data assets
- Biome spawn related fixes
- EvaluationContext supports SelfGroup and TargetGroup
- WeightedRandom tweaks
Removed debug logging of group stat values
- NestedEditorDrawer improvement
- Added GroupNeed, GroupAttribute Stat types
- Group+Stats updates BaseValue of it's GroupNeeds (GroupNeed.Food represents average value of all member's Food Needs)
Fixed a bunch of issues with ExecuteBreedinGroup
Refactoring PlayerController a bit, reducing LINQ usage
ItemSettings doesnt need to implement IComparable (DataAsset base does it)
InfluenceQuery tweaks to avoid using ToList and foreach (todo : should use FixedArray?)
EntiySettings doesnt need to implement IComparable
Fixed VicinityEffects being zeroed when they shouldnt be
Fixed spawning cast error
Condition refactoring, now works the same as Consideration except only boolean
WIP conversion of all boolean Considerations to Conditons
ConsiderationContext, ConsiderationSelfTypes, ConsiderationTargetTypes renamed to EvaluationContext and so on
Moved GetAgent and GetUnit from Consideration to DecisionContext, takes EvaluationContext
More Goals boilerplate
ConditionSettings.Evaluate overloaded to take a DecisionContext
DSE now evaluates a list of Conditions before scoring all Considerations
Fixed all missing view prefabs
Potential NRE catch in Entity+Physics
Added weighted list of consumable settings to Species.Ecology params
Added various Weighted types
Reorganisted BeforeEditor tabs
Goals boilerplate
replaced atmospheric music 16
Fixed music 18 underscores
Added Need For Food consideration to Harvest Food DSE
Added atmospheric music 18
StatLinkerBasic creates instances of StatLinkerOperation from StatLinkerOperationParameters stored in settings