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19,298 Commits over 1,614 Days - 0.50cph!

9 Years Ago
Throw an exception if a stat is not of a type supported by Stat+Changable.
9 Years Ago
Added ScaledValue as part of MaxValue.
9 Years Ago
StatMeasurement now supports all Stat classes with different measurement value types and an improved drawer Fixed StatCondition, StatConsideration (previousl RangedStatConsideration but now just simply limited to those stat types with a CurrentValue), StatMeasurementTrigger
9 Years Ago
new wolf with tweaked model on 1 mat and changed idle
9 Years Ago
Game runs again! Updated all effects data Effects tick stat changes flagged for ticking Added StatTypeSelectionDrawer back in, turns out we do need it?
9 Years Ago
9 Years Ago
Merge from main
9 Years Ago
Merge from stats_refactor_jan16
9 Years Ago
Fixed EffectParameters not passing due to new data being excluded
9 Years Ago
Effect data validation on the editor side, with warnings Fixed missing effects data, stats are changing again Some Effect cleanup and bug fixes
9 Years Ago
Removed old ingame debug UI modal Rain effect tweak
9 Years Ago
Data fixes, lots of them
9 Years Ago
Stat Collection Settings should be specialized.
9 Years Ago
Let's only divide into Individual and Group Stat Collection Settings, to appease the bill.
9 Years Ago
animals using 1 material
9 Years Ago
DSE debug displays desired result condition in log GrassParams boilerplate for grazing and cover weights Added Water GraphicsOption
9 Years Ago
Graphics preset backup
9 Years Ago
StatCollectionSettingsEditor tweaks, now used for all children Added Avoidance Attribute CombatAlgorithms Damage formula implemented from Petur's spreadsheets~ Ported stats data from spreadsheets into stat collections Removed CombatEffectTemplate and related bullshit that we don't need
9 Years Ago
Added BeholdR (camera post in scene view cc frankieh) Added some DSE content to the Self - Safety top level goal Fixed some Effects and triggers with old/broken Stat refs Fixed Needs starting at their max value, they now start at 0 as intended Fixed all StatConsiderations not targetting the correct stats Fixed StatCollection creating StatLinkers before finishing init Fixed StatLinkers being created when no method name is set in data
9 Years Ago
Current linker usage ported to StatSimulators, used in Vital and Need, algorithims are stored in StatSimulators Added core stats properties to Agent+Stats for caching
9 Years Ago
Vitals run their simulator after creation in StatCollection and set their current value to max.
9 Years Ago
BeholdR on player camera prefab
9 Years Ago
Hunt goal DPL inheritence
9 Years Ago
Fixed bad rotation on player camera prefab (don't let BeholdR move the camera in sync with scene view!)_
9 Years Ago
Moved Vital value initialization to Agent+Stats from StatCollection to ensure that all stat simulators can execute properly
9 Years Ago
Added new stats : Bravery, Threat (attributes) and Morale (vital) Added some basic Morale adjustment math to Unit+Senses, cleaned up some perception code Added ThreatLevelConsideration which does similar calc to the new code in Senses, scoring target threat level against bravery stats Added SetUnitSpeed Action and UnitMovementSpeeds enum, plus data in Species Physiology params for the different speeds Added Exhausted Effects, triggers when Stamina hits 0 Added RemoveEffect Action Added SpeciesDietTypes and data to species params plus the UnitConditionFilterSet
9 Years Ago
Disabled DPL/DSE inheritance stuff in editor until it can be cleanly rewritten Exposed ScoreForDM flag and considerations in Goal/GoalPlan node view GUIs Fixed potential NRE in BehaviourChain.PickBehaviourTarget
9 Years Ago
Reverted GameManager changes that broke all the things Deleted some old un-used/broken test scenes
9 Years Ago
Added UnitAges and UnitGenders flagging to Item WearableParameters and ItemSettings.CreateWearable Added island-0004 scene plus Arid biome and terrain config boilerplate Renamed lots of spawn assets (sorry petur) Removed BeholdR from default player cam prefab due to suspected lighting bug
9 Years Ago
Updated FleeFromDanger, now finds a flee destination without using IM Added ThreatLevel to PerceivedUnitData Added GroupClass enum, expoed in GroupSettings and used in the Create method to create Group of the chosen type. Added Herd and Pack Group types
9 Years Ago
Fixed bug in StatConsiderationSettingsEditor that was causing selected stats to change
9 Years Ago
Actually fixed afformentioned editor bug re stat selection Added a temporary hack to Unit sense code that considers a target visible when within a very small distance (currently 4 units) Fixed Unit.SetMovementSpeed not working, now uses a StatModifier created internally
9 Years Ago
Made unit spawning consistent accross the spawer system and debug tools, with proper group inits
9 Years Ago
Un-idioted the UnitMovement StateMachineBehaviour Made GoToEntity a bit more sensible, removed movement code from AttackEntity action Ported senses gizmo shit back to UnitEditor which is now used for Humans too
9 Years Ago
Moved any movement related code out of Unit+Animation partial Replaced TriggerMovement with IsMoving bool in animators (human + base animal) SpeciesSettingsEditor fixes for controller discovery Deleted old wolf and deer anim controllers, all controllers (except those for animals not-ingame) use override controllers now
9 Years Ago
Missed changes
9 Years Ago
Move movement fixes, reduced Flee distance multiplier
9 Years Ago
TOD independent tick of units in UnitManager.
9 Years Ago
Unit+Morale work, species scale tweaks TOD day set to 24 mins again
9 Years Ago
Bush files.
9 Years Ago
Biome_test
9 Years Ago
p.s. AO sliders.
9 Years Ago
Humans now spawn with random clothes Added GetItem with func filter to ItemManager Tweaked morale simulation and threat calc in senses code Improved wearable prefab creation in SpeciesSettingsEditor, now replaces existing without changing GUIDs so assets keep their refs
9 Years Ago
BehaviourGroupSettingsEditor exposes all properties under Other Properties header
9 Years Ago
Improved destination flee algorithim in Unit+Morale Tribe spawning now dependant on TribeSpawnArea prefab, you must place one in the zone for a tribe to spawn! Added click/interaction sound to PlayerController, refactored a little
9 Years Ago
TribeStartArea now has a blocker collider in it, added the Blocker layer to SpawnHandler's default layer mask on creation
9 Years Ago
Removed BeholdR because compile errors
9 Years Ago
meta
9 Years Ago
Added CVS import in StatCollectionSettingsEditor
9 Years Ago
Missed adds