250,467 Commits over 3,959 Days - 2.64cph!
Reverted back to passing NullIntention for CraftItem when called in FindItemGeneric
Unit.Goto if FindItemGeneric is picking up an existing item
- Pipe gate animation controller state exit times disabled
Assign required_item_id in FindItemGeneric before scoring craftablity (when not looking for a tool)
Some FindItemGeneric cleanup
- Door work
- Changed corridor_gate state IDs and animation controller to remove delays between state changes
- WIP door/gate assingment to rooms and locking off entire rooms via connected doors
-CraftItem now works with or without CraftIntention
-ActionChainData can store an 'ItemToCraftId'
ItemManager.ScoreGenericPickupDSE accepts overrides for decision context weight and DSE score bonus
ItemManager now stores the generic pickup DSE and default pickup interaction refs for scoring lists of items conveniently
Added GenericPickupDSE field as default ref on ItemSettings
-tiger tiger crafting bright (more crafting WIP)
removed characters from scene
UnitManager loads assets on Awake
Zone will find EntitySpawners and call Spawn on init
Human anim/controller changes wip
- Removed the 4 turret turret from Area1 spawn table
- Increased aggro range of the spikers
Added EntitySpawner for hand placing spawns in scenes
removed asset db refresh call in BE load assets to see if it makes everything ok
Added ActionChain.Break method and OnChainBreak event
Remove commented out DSE con line from BeforeEditor+Assets
Fade out DSE editor in BehaviourPlanSettingsEditor when ScoreForDecisionMaking is false
Reset inputs in AI States
banner nmap meta changes
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