193,456 Commits over 4,079 Days - 1.98cph!
Some more AI improvements.
Fixing some more issues with colliders that I found. BTW I know in older Unity versions (<=4) you needed a rigidbody whenever you were using a moving collider, and the NavMeshAgent docs still suggest adding one as well. But I've tested and it actually reduced the framerate a bunch, so I've not added one.
Cleanup
Tree optimization
Remove player on player collisions. Rename PlayerCollider to CharacterCollider.
Various
Cleanup
LOD tweakage
Removed payphones from map prop list
No damage anymore from shooting (or punching) members of your own gang
Reverted to previous icesheet density but with more accurate coliders and fixed uvs
Fixed icesheet UVs
Icesheet material tweaks
Made icesheets more dense to allow for smoother traversal
Made icesheet colliders more accurate
Tree server files.
Cleanup.
fixed people being stuck holding two branches for the fire
Freeing up hands only happens when near the target
Keep Desire now also checks if an item dispenser dispenses anything required by a MachineProcessActionDesire before fulfilling
Made icesheet debris smaller
Made iceberg coliders more accurate
Savas map marker tweaks
SavasKoth added map markers
Iceberg/icesheet increased lod distances
(Changes from 13230)
Exposed evaluation target dropdown for condition and consideration wrappers, now possible to choose Self, Target or BlackboardEntity
Removed the EvaluationTargetType field from conditions and considerations
improvements to fire gathering AI
Iceberg/icesheet scene2prefab
Icesheet/Iceberg renderlod distances
Another round of improvements to Murderer AI.
Touched up on Murderer ai.
Iceberg 1 LOD/COL / Prefab layer settings
TargetFilterCondition should now properly copy and write back all blackboard data consistently
Optimized NavMesh Links.
Fixed bug in NPC Player NavMesh Link traversal.
made campfire gathering filter condition not shit
NRE fix for decisions with no Goal Plan
Target Filter as selector for making fire WIP
Changed TargetFilterCondition to not require target and be of selector type
TargetFilterConditionEditor
Nuked large scale occlusion
Added TargetFilterCondition