255,098 Commits over 3,990 Days - 2.66cph!
DSE early rejection only after first consideration has been scored
Pipe in DecisionPlan into DSE, debug DSE weight and agent DPL weight
- Fixed projectile impact not triggering on enemies
- WIP reward item selection
- ItemDatabase can now return a random, non-weapon item
GPV's DecisionScore now also take its GoalPlan's LastDecisionScore into account.
Goodbye, DecisionContext.Weight, we hardly knew ye
- BaseMovement can now be set to not rotate towards movement direction
- Disabled it for Spikeys to fix rotation glitch
- BaseMovement now takes the object's radius into account
- Renamed scene and references
- Added a booster item
Sewers mud textures
Another concrete detail texture
Misc mat and meta changes
Fail when too many nodes are requested
dtNavMeshQuery now fails initialization if too many nodes are requested
in the node pool. This could cause wrong paths and infinite loops to
happen if the node indices started overflowing dtNodeIndex or
dtNode::pidx.
Fix #178
Scene stuff
WIP lighting improvements
Desire debug display updates
Improved desire request creation in UnitCanFindEntity
Building desire params, filter set,, and goals data
DesireCondition, DesireConsideration and lots of related changes/progress towards a full implementation
Removed wait action from Sit Interaction
Added back "CompleteAtEndOfActionChain" to BaseBehaviourSettings, with better placement in the editor and some helpful text to boot
Building occupancy groundwork, shelter building specific vicinity effect setup
Added some events to VicinityEffect
Added DesireConsideration, score returns the desire with highest weight + momentum
Added Sheltered unit flag
Nuked some old un-used top level goals
Automated Linux DS Build #211
Automated Windows Build #211
Automated Linux Build #211
Invalidate sound cache on level change
Don't let airboats 'wheels' fall out of the level
Console commands can reply with objects, which get serialized to json
Bunch of generic detail textures for metal, plaster, concrete, asphalt, etc.
Added them to dungeons materials
Fixed EnforceLimits deleting entities wrong
Remvoed ForgetOnInterrupt and CompleteAtEndOfChain flags from base behaviour data and code
Added Wait actions to sitting behaviours
Some un-used testing of popup data windows in editor
Fixed a wrapper name swap
Improved condition in Effect, I think
added looking up /down animations for the character model
tweaked the walking animations
- Items can now spawn gameplay items that get attached to the player and removed with item
Switched LODs correctly on end game
- Improved the way items are sucked in