200,039 Commits over 4,140 Days - 2.01cph!
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.
- The evaluation of picking something up now considers whether we're already holding it.
- An interaction can now be flagged such that it will be ignored for decision making. Both at runtime and in data.
Added footsteps. Added drop detection in UI. Started to add in hitbox system.
Tweaked moon brightness at day and night
Improved hill noise
Added bigger bushes to the arid biome
Added hills and mountains to the arid biome
Improved splat mapping and color tinting in the arid biome
Improved splat mapping in forests
Added colliders to airfield warehouse and metal building
Removed tiny invisible colliders around the big powerline poles
Increased brightness of the stars (lost in tonemapping)
Tweaked moon brightness some more
Added rockball breakup effect
tweaked forcefield shaders so they blend in and out better. added fade in, idle and fade out animations with controller.
Adjustments to make it easier to hit rock ball special
Added SetKnownSmartObjects(IEnumerable<SmartObject> smart_objects) to DecisionMaker
Switched forcefield to prefab
Data Editor/Entity View tweaks and improvements
Added name override for interactions, exposed InteractionName property which returns either the name override or a formatted asset name
Interactions shown in the radial menu now read better (showing item name, etc)
-units now also 'see' smartobjects (items,resources,buildings)
-they remember SOs they saw for some hours (currently 6) after which they forget.
-perceived SOs are being passed from Unit, on to the agent.
Merged from ZoneResources
added new cartoony fog to swamp court
unitmanger/senses style and layout cleanup
tweaked gloss on water
made new fog emit slightly less particles, made slightly more alpha-ed out
SetupAwarenessSphere() head finding replaced with Linq
DM only considers enabled SO Interactions
Added Lion-El character selected anim
Added trigger & hooked up animator to play anim on selection
Added Lion-El character selected anim
Added Unit+Animation
Unit cleanup, moved Senses init stuff to InitSenses()
Added animation callback for PickUp
Moved animation event reciever to UnitView, forwarding up to Unit. Also made it generic (passing string to use for lookup)
Started reworking shield effect, can now take multiple hits
test fix for ragdoll spazzing
Fixed missing reflections and stars
Generate all possible rivers, then select the longest ones
Ferns no longer suppress bush placement in forests (they should really be spawned with the dynamic decor system anyhow)