19,298 Commits over 1,614 Days - 0.50cph!
Throw an exception if a stat is not of a type supported by Stat+Changable.
Added ScaledValue as part of MaxValue.
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
new wolf with tweaked model on 1 mat and changed idle
Game runs again!
Updated all effects data
Effects tick stat changes flagged for ticking
Added StatTypeSelectionDrawer back in, turns out we do need it?
Merge from stats_refactor_jan16
Fixed EffectParameters not passing due to new data being excluded
Effect data validation on the editor side, with warnings
Fixed missing effects data, stats are changing again
Some Effect cleanup and bug fixes
Removed old ingame debug UI modal
Rain effect tweak
Stat Collection Settings should be specialized.
Let's only divide into Individual and Group Stat Collection Settings, to appease the bill.
DSE debug displays desired result condition in log
GrassParams boilerplate for grazing and cover weights
Added Water GraphicsOption
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
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
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
Vitals run their simulator after creation in StatCollection and set their current value to max.
BeholdR on player camera prefab
Hunt goal DPL inheritence
Fixed bad rotation on player camera prefab (don't let BeholdR move the camera in sync with scene view!)_
Moved Vital value initialization to Agent+Stats from StatCollection to ensure that all stat simulators can execute properly
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
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
Reverted GameManager changes that broke all the things
Deleted some old un-used/broken test scenes
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
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
Fixed bug in StatConsiderationSettingsEditor that was causing selected stats to change
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
Made unit spawning consistent accross the spawer system and debug tools, with proper group inits
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
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
Move movement fixes, reduced Flee distance multiplier
TOD independent tick of units in UnitManager.
Unit+Morale work, species scale tweaks
TOD day set to 24 mins again
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
BehaviourGroupSettingsEditor exposes all properties under Other Properties header
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
TribeStartArea now has a blocker collider in it, added the Blocker layer to SpawnHandler's default layer mask on creation
Removed BeholdR because compile errors
Added CVS import in StatCollectionSettingsEditor