201,593 Commits over 4,171 Days - 2.01cph!
added new cherrry blossom effect to test court, added new net, added under court area, reanimated cogs, added shadows and new foliage
added new net and environment stuff
Disabled audio.speakers (causing crash)
-moved annoying blackout box in scene view, tested around, doesn't seem to cause harm.
Just disable Mono mode - because that seems to be the one that's crashing
Somehow managed to introduce a bug while adding one line of code
added WIP frosty breath FX
Added LookAt Action
Added GoToRandomInRadius Action
Added UnitFlag Trigger
Added UnitHasFlag Consideration
Added Sleep Here Interaction
Added Stand Near Interaction
Added InteractionsOnFinished to BuildingSettings
Added Sleep Effect
Moved HumanView+IK to Unit+IK
Fixed curve recalulation in considerations editor not working (TODO write a custom editor for the type)
Added new overlay_bleeding.
Fixed GoToRandomInRadius not passing itself to the pathfinder for callback
Stop DM considering stand near for now
Cleanup Unit+Items, PickUpItem, Container
EntitySettings derives from ScriptableObjectExt
Fixed bug with units picking up stuff that they shouldn't. Bug was caused by bad decision context caching that was never reset when rotated.
Cleaned up some debug comments while bug tracking.
Inconsistent line endings.
▅▍▅▋ ▄▋▌█▊ ▋▍▌▅▉█ ▍▉ ▇▋▍ ▌▅▌ ▋▆▉▊▍▅ ▍▍▍▇▉ ▇▇█▊▌▅▌ █▄▆▅▆▇▉▉▊█
Increased static quarry production rate
fixed fireball spreading (again)
Moved caching of target components in DecisionContext to reduce GetComponent calls, alternative caching of ECs in Entity (no list lookup)
Momentum tweaking to see what difference it makes
Cleaned up some interacations and considerations. Momentum settings was weird and bool response curves should never use the animation curve.
- Capture mission spawners
- Fixed LevelSpawnItem to correctly position items when they don't have a BaseEntity attached
- Made capture mission spawner pick 3 capture locations from the available options
- Removed some debug spam
added VFXGallery scene, muzzle smoke FX and updated frosty breath FX
Removed TOD Seconds related stuff from AgentManager
Added world.monuments query to quickly get an overview of all the monuments on a map
TextBuffer splits all input into individual lines
Moved smartobject interaction handling out of entity and into smartobject
profiler samples in agent manager
island002 topo remake, decor spawn tweaks
better material mat obj component checks/handling, also automatically added to prefabs in SPM processing util
Fixed triangle foundation climbing
Added cooldown to jumping when on a ladder
Some cleanup in Entity + more Entity caching.
Decision Context Myself and Target are both an Entity now, which makes accessing types a lot easier.
Expanded Entity with the EntityComponents partial, to further simplify Entity.
Started on a generic TryAdd(Entity entity) function for Entity and EntityComponents, that is there to give a more generic interface for DepositItem and other such endeavors.
added new bush walls and wooden props to test court scene
made test court environment steeper to show off background more, moved grass, tweaked water, added buildings
Alternate texture for Igor
Replaced "Not Holding/Being Held" with Can Pick Up consideration