193,910 Commits over 4,079 Days - 1.98cph!
Removed Blackboard.ContainsKey() method.
Added Combat mode to SetDestination Action, replaced with new action in AttackUnit
Assets that didn't get saved because I'm a noob...
GameUI TODO re Ability decisions
Blackboard.Write() is throwing a weird NRE
Added in combat ability selector (not actually used yet).
Combat component now keeps a list of all available abilities which it updates upon picking up or dropping a weapon.
Automated Linux DS Build #318
Automated Windows Build #318
Automated Linux Build #318
Fixed P2P packets sometimes being sent to the wrong packet handler/net channel
Removed all P2P-related code from Linux DS builds (doesn't do anything on windows, but it's there)
Fixed an infinite loop when trying to display the Game Over screen.
Editor scripts cleanup/renames
Reorderable list menus tweaks
Reorderable list menus don't show type for group children
Ability.PickBestAttackerToFight DSE tweaks, no longer scores using inverse target health, instead runs threat and inverse target health as bonus considerations
IsAttackingMe Condition potential fix
Started working on new AI Debugger. Ported in Entity Stats/Behaviours and Decision Log display
Added module filtering to the decision log
Removed old DecisionLog window
Cleaned up decision logging in DSE
ConsiderationSettingsEditor tweak
Automated Linux DS Build #317
Automated Windows Build #317
Combat now calculates chance to hit.
Fixed a list being serialized when it shouldn't.
Added skill gain to attacking and damage modification of melee attacks.
Fixed StatCollection init NRE
Fixed StatsComponent init being stupid and overwriting values from data
Fixed DSE not exiting early when a selector query fails
DesireSelectorSettings will only run query if blackboard has no value
Prepare BCD from blackboard data in Agent+Goals.SetCurrentGoalPlanVariant
Fixed world space reconstruction for logz + shore transition
created exploded variants of low and high beep truck, correctly labelled all elements, grouped together, exported for baking
player preview anim source (hungry/cold/hurt)
Updates to:
player gesture anims source
player preview idle source
sleeping & wakeup source
Fixed SetUnitSpeed actions
Added basic combat AI module to all Units
Working water depth + surface; needs shore fix
Renamed StatMinipulatorParameters Apply methods for clarify, overload was pointless
Fixed Death effect not flagging Unit as dead!
Fixed potential Unit.Group NRE in Senses component
Fixed Effect.ApplyStatMinipulators calling the wrong application method for stat changes