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Automated Linux DS Build #381
Automated Windows Build #381
Small eye tweaks. Reintroduced slightly different spec as a test. Made the blink actually proper instead of upside down.
Automated Linux Build #381
* Moved "%s has Door model (%s) with no door_options!" to developer 1 + Tiny GitSync + Updated backgrounds
Fixed SetCombatTarget not setting Desire.PlayerCreated correctly
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
More Desires stuff, partial revert to allow pre-created desires to be directly added
Desire data assingment fixes
Desire momentum drain rate is slower for player created Desires
Fixed ActionConstructBuilding not de-registering the Unit as an active builder on break
Desire creation consistency/tweaks
Fixed Ability:Flee not removing flee flag at end of ActionChain
Automated Linux DS Build #380
Items/Building and Warmth AI Module tweaks, mostly weighting
Minor ItemDesire.CanBeFulfilled tweaks
Split up combat AI into a few seperate modules. Put player command related behaviours in their own module, only used by humans
Automated Windows Build #380
Automated Linux Build #380
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Some more assets got saved when I exited Unity.
Starting to get some decent results.
Somewhat fixed approaching combat targets
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...
Remade combat AI module graph
Working on getting Unit to properly feel threatened when it should. Not quite there yet...
Added perception range condition and jogging when too far away from target to bother sneaking
Fixed AIDesigner showing override names for beahviours in Add Element drop down
Moved UnitCollection creation into a method, made code more readable, fixed threat level not being calcuated at the right point
Allow Bow to be held (item filter).
Trim item owner count on load
Optimized how owners are serialized
More profiling
Unit+Info GetSkillLevelText grammar fix
Moar work on equip and stow item management. Not quite working yet. Almost there.
Removed graph settings in AI designer, best values are hardcoded now, only sidebar width is exposed
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