200,277 Commits over 4,140 Days - 2.02cph!
Decisions for current and last tick is now cached. And rather than instanciating new decisions, when there's room the content of a decision is just replaced with new data to reduce the number of "new" calls each decision tick.
Initial AssetStoreExtract
viewmodel for the bone club
Fixed infinite loop crash (sorry guys, totally my fuck up, patch coming)
Fixing crash on import casued by FindAssets in OnValidate
* GitSync
* Added Entity.AddToMotionController
* Added Entity.RemoveFromMotionController
Fixed occasional NREs when generating manifest
Animal DM, assigned to all animal agents
Converting layers to static defines
Fixed rockets not dying after exploding
Fixed rockets not dying after exploding
Added a test in CanAttach that says IsAttackmentPointValid, rather than to expect any dictionary lookup will result in a valid value.
A few tweaks to Maslow levels for Interaction + tweaked so distance yield less score.
Don't lower torch viewmodel right into the line of sight when running while it's lit
Split BeforeEditor in partials and improved tab handling
user persistance unit test
user persistance unit test
Changing shader load order
user persistance unit test
Forcing a network++ because servers aren't updating and then blaming us for their clients crashing
Tweaking some texture sizes
-merge with main
-little fix on unity+sound
-FOV displayed with candlelight
BeforeEditor DM data assets tweaks
Added BeforeDebug window, with basic unit attribute display for now
Fixed blueprints not loading proper
finished the animations and sounds for the bone club viewmodel
Fixed so we can change DecisionMakerSetting TickRate at runtime.
Entity debugger tweaks, displaying Agent.DecisionMaker.CurrentDecisions list
- BeforeDebug now prints out Decision Score as well.
- Decision now sets TimeNow when we reuse an old instance to set new data.
- Twealed down Maslow Type bonus massively, to make results more readable.
Player Controller can now set the initial momentum on subscription to a smart object.
Momentum now diminish per tick based on a Drain Rate, rather than a Drain Time... meaning that higher starting momentum will result in longer drain time (when drain rate stays constant).
Decision Context now knows whether Myself is a Unit or not.
- Added a consideration IsItemHeld.
- Added the DSE Drop Item
- Added a comment text area to DSEs. The intention of the consideration list can be hard to desipher without a text to guide it.
- Misc...
Misc tweaks related to DM.