199,529 Commits over 4,140 Days - 2.01cph!
Animations SwitchBackL and SwitchBackR got an animation event added.
Items Component now hooks up to above mentioned animation events.
Items Component now fires the triggers for the above mentioned animation events when Equip / Stow actions occur.
Equip Carried Item Ability added.
Stow Equipped Item Ability added.
Human Items AI Module now has a plan for equipping and stowing weapons (the Behaviour Chain Selector remain before I hook it up to the Equip Carried Item Ability)
Added more profiling
Fixed xp over-categorization
Limited max item owners (lots and lots of owners creating lag)
Don't send item owners for world items
Updated XP database schema to be less write/serialize heavy
Increased pool size
Removed graph settings in AI designer, best values are hardcoded now, only sidebar width is exposed
Moar work on equip and stow item management. Not quite working yet. Almost there.
Unit+Info GetSkillLevelText grammar fix
Trim item owner count on load
Optimized how owners are serialized
More profiling
Allow Bow to be held (item filter).
Moved UnitCollection creation into a method, made code more readable, fixed threat level not being calcuated at the right point
Fixed AIDesigner showing override names for beahviours in Add Element drop down
Added perception range condition and jogging when too far away from target to bother sneaking
Working on getting Unit to properly feel threatened when it should. Not quite there yet...
Remade combat AI module graph
More work on item management. Feels like this should really be something we deal with in parallel to a lot of other shit. Still 'Feel Threatened' doesn't behave just the way I'd prefer, but slightly better, perhaps...
Somewhat fixed approaching combat targets
Starting to get some decent results.
Some more assets got saved when I exited Unity.
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Automated Linux Build #380
Automated Windows Build #380
Split up combat AI into a few seperate modules. Put player command related behaviours in their own module, only used by humans
Minor ItemDesire.CanBeFulfilled tweaks
Items/Building and Warmth AI Module tweaks, mostly weighting
Automated Linux DS Build #380
Desire creation consistency/tweaks
Fixed Ability:Flee not removing flee flag at end of ActionChain
Desire momentum drain rate is slower for player created Desires
Fixed ActionConstructBuilding not de-registering the Unit as an active builder on break
Desire data assingment fixes
More Desires stuff, partial revert to allow pre-created desires to be directly added
FOR FUCK SAKE asteroid adding collision/minimap
FOR FUCK SAKE rebuild asteroid rotoz tile
FOR FUCK SAKE asteroid room, fiuxing issue, adding ramdomness
FOR FUCK SAKE removing old tileset cleaning asset
Fixed SetCombatTarget not setting Desire.PlayerCreated correctly
* Moved "%s has Door model (%s) with no door_options!" to developer 1 + Tiny GitSync + Updated backgrounds
Automated Linux Build #381
Small eye tweaks. Reintroduced slightly different spec as a test. Made the blink actually proper instead of upside down.