199,215 Commits over 4,140 Days - 2.00cph!
Renamed MaxStatConsideration to GroupedConsideration, now takes a list of Considerations and returns the highest score, should/could probably be handled throgh some grouping system
-You should finally be able to create Conditions with a template, like you do with classes. It will create $Name$Condition.cs and $Name$ConditionSettings.cs
Roof exploit fix
Stability diminishing returns
Various building block placement quality of life improvements
Fixed layer index warnings
Warmup construction parts placed directly in the map in editor (for debugging)
Dither UI protection background to avoid banding
-And more templates for Action and Consideration
Disabled lazy aim
Viewmodel responsiveness tweaks
Prefab prepare
Updated phrases
Cowboy - north east & north west run anim source
Cowboy - north east & north west run anims + .meta
deer backup before I make some changes that might break it
Allow attaching roofs to the bottom of other roofs again
/Nature/Grass folder stuff.
Added native glcore support
Added Decision Log debugger window, allows for stepping through DM ticks for the selected Unit's Agent
Fixed dict lookup error, improved consideration logging
Distance crossfading bugfix
Fixed some issues with DecisionLog
Deleted some old un-used actions with missing types
DecisionLog twaeks
- Return null if best decision has a score of 0.
- If we traverse the goal hierarchy, but failed to find a result down one branch, look down another sibling branch, or go up one level and continue looking there. Just make sure we return the new branch result, like we were NOT doing!!!
Shader updates, Unity 5.3.1p1
SmartObject's CanSubscribe, when there is a required interaction id in place, we should return whether the incoming interaction id is the one required or not.
fixing osx compilation; premake4 doesn't seem to recognize 'toolset'
Added unity glcore support (now standard in osx); updated shaders and RustNative binaries
Craggy Island update
Savas/Savas Koth update
Sat dish material fixes Hapis
- Fixed aiming laser bug, moved the code from coroutines to update
- Yeseterday's changes from p1
Updated to standard brdf spec/refl changes in unity 5.3.1p1; touched relevant shaders
Removed unsubscribe hack in SmartObject.
Added a proper unsubscribe when a BehaviourChain Completes (need to verify that it's enough to just unsubscribe the current behaviour plan).
adding jerry can LODs + prefab, textures and materials.
Was storing the current SmartSubscription on the InteractionPlan, which is owned by the SmartObject... so this is kind of wrong
Moved caching of SmartSubscription over to Agent, and exposed that in BehaviourChain, that we can properly manage unsubscribing from a SmartObject when a BehaviourChain is ended abruptly.
Removing old rock models and textures
Rock_temp folder rename
Removing old rocks prefabs folder