19,298 Commits over 1,614 Days - 0.50cph!
Touched ocean and river shaders.
Fixed river shader going over interpolator limit
Ported Desires to Agent+Desires
ItemDesires no longer have a quantity property, simplifying desire management somewhat
Work in progress on generalizing DM goal processing a bit.
CreateBehaviourGroup tweak
Agent DM execution management tweaks
Removed BehaviourGroupConsideration
Desire.IsFulfilled in favor of a crappy update method
Patched TOD to allow deferred atmospheric computations (only missing global sky mask)
TOD prefab + default XML reflection cubemap masking fix
Added Ground layer to TOD reflection mask
TOD/Water tweaks
Added Petur's Auroras back into the SkyDome prefab, upated the shader with more exposed values, re-scaled the asset and split it into several submeshes
EntityView scale fix
re-export of all human data to go with new rig (unfortunatly not polish work yet)
setup wolf deeer and bear to use a generic animal controller with overrides, *warning* building properly with tools will probably revert to old controller
missed these in lasts checkin
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon
Renamed CanFindOrCraftTool to CanFindRequiredTool condition, also removed the crafting items check
Fixed water hot reloading errors
Updated amplify motion to v1.7.1
Water specular and smoothness control (doesn't affect SSR)
Made Desire system generic, adding params classes for data exposure
Added a DesireFilter system used in DesireCondition
Exposed DecisionLayer and ConditionType data as readonly fields in Condition & Consideration Editors
Bulk action rename
Data save
Fixed Agents not ticking DM
Fixed DecisionContext not reigstering Desire requests properly
DSE runs AddAgentDesires when exiting early due to Condtion eval failure
Agen.AddDesire checks for existing desires (params id comparison)
Removed unused params in river shader
Some data tweaks to get fire related goals working again
Added EntityComponent filtering to EntityCondition
Cleaned up Machine/MachineProcess a bit
Lots of data changes
Fixed bad skin update stuff in BuidingView
Goals data
Fixing some condition data brokeny refactor
Machine conditions can check if the required process is running, available
Fixed UCFEC not applying entity component filters correctly
-camera keeps moving when orbiting while following
-condition for hasRequiredTool (not yet implementing desires)
-some reordering of goals+plans for building
-decision log starts up with logging enabled
-readded filtering by state for buildings in entitycondition.
-removed HasRequiredToolCondition
Building 3 plan structure (data incoming)
Fixing some EntityCondition data
Added CanFindAnyMaterialsForBuilding condition type, which checks whether a Unit can find (either/or) any materials on the Building's requirements list, or Resources that can provide any of those required items
Refactored Building quite a bit