199,621 Commits over 4,140 Days - 2.01cph!
Moved caching of target components in DecisionContext to reduce GetComponent calls, alternative caching of ECs in Entity (no list lookup)
Momentum tweaking to see what difference it makes
Cleaned up some interacations and considerations. Momentum settings was weird and bool response curves should never use the animation curve.
- Capture mission spawners
- Fixed LevelSpawnItem to correctly position items when they don't have a BaseEntity attached
- Made capture mission spawner pick 3 capture locations from the available options
- Removed some debug spam
added VFXGallery scene, muzzle smoke FX and updated frosty breath FX
Removed TOD Seconds related stuff from AgentManager
Added world.monuments query to quickly get an overview of all the monuments on a map
TextBuffer splits all input into individual lines
Moved smartobject interaction handling out of entity and into smartobject
profiler samples in agent manager
island002 topo remake, decor spawn tweaks
better material mat obj component checks/handling, also automatically added to prefabs in SPM processing util
Fixed triangle foundation climbing
Added cooldown to jumping when on a ladder
Some cleanup in Entity + more Entity caching.
Decision Context Myself and Target are both an Entity now, which makes accessing types a lot easier.
Expanded Entity with the EntityComponents partial, to further simplify Entity.
Started on a generic TryAdd(Entity entity) function for Entity and EntityComponents, that is there to give a more generic interface for DepositItem and other such endeavors.
added new bush walls and wooden props to test court scene
made test court environment steeper to show off background more, moved grass, tweaked water, added buildings
Alternate texture for Igor
Replaced "Not Holding/Being Held" with Can Pick Up consideration
AgentManager back to ticking every 5 TOD seconds because effects and attribute steps were borked
fixed the positioning of the spears in 3rd person
added some 3rd person jump specific animations for the spear
* Fixed player poserparameters being desync on server after a model change
Exposed Agent's SmartBehaviourStack for debug
Draw Gizmo lines for the top 6 behaviors in the stack (because I ran out of colors)
* Fixed player poserparameters being desync on server after a model change
Fixed duplicate Bear threat in Deer settings.
Include all bundled prefabs in the manifest (should fix high wall placement)
HIgh wooden wall is researchable, loot spawns very rarely
BeforeDebugObject improvements
Testing a max subscription cap in Agent+DecisionMaker
store DM score in SmartBehaviour
pass dm score correctly in SB constructor overload
Effects debug basic readout
Neutral foliage textures.
Added AlreadySubscribedToBetterDecision to Agent+DM + shifted to an int based test for score of 0 or less (with a resolution of 0.00001).
Ehrm, made the relative_threshold in AlreadySubscribedToBetterDecision actually work as intended.
Added an error log message to when we try to make an animation callback, but there's no event callback available with the injected event name. Not 100% sure this is intended (that it should support accepting null), but until confirmed, better to call this than not).
Better tint base on reed texture.