19,298 Commits over 1,614 Days - 0.50cph!
Fixed some selectors not writing to blackboard in building AI module
Generic mat tweaks (for editor view)
Saving island01 with splat painting off
A bunch of metas appaerently
Player goto commands forcibly stop the unit first
Don't break running action chain elements in ActionChain.Break
Added shader "Before/Particles/Lit Alpha Blended" a lit and fogged version of "Particles/Alpha Blended"
Reverted player controller forced unit navigation reset hack
Renamed all human vox sounds using new format
Unit.Navigation.SetDestination doesn't reset path
Removed look and wait from end of Interaction.GoTo
Added Human Idle AI module with Ponder Goal/Plan
Successive player commands now add behaviours to the GPV.BehaviourChain rather than cancelling it (if it was player initiated)
Following units should now use the last seen position and stop after a certain time if the target is no longer perceived.
Exposed perception cooldown for go to actions in data
Some behaviour UI groundwork
Ability description changes
Saved island01 with splat painting off, again
Behaviour constructor fix
Blood isn't bioluminescent anymore
CameraModule.Follow tweaks (abstract in base)
Clicking tribe portraits will snapto, select and follow the unit
Prefab attachment data, arrow trails
Dirt click fx improvements (needs to eventually pull biome colors)
Blood tweaks
Sleep fx renders more nicely.
TribeStartArea tweak
Snow weather type
Testing ActionChain break change (dont break current action if not running, I suspect this never got called anyway)
Navigation.SetDestination does reset path again, for testing
Fixed potential NREs in Corpse
EntityManager budget sim tick in LateUpdate
Combat ability selector tweaks
NRE fix in combat ability selector
Fixed order of SetDestination start
A sim tick won't use up multiple frames due to the three states of ticking anymore, but rather strive to use as much of it's budget as possible each frame (even if that includes multiple tick states in a single frame).
Moved the handling of "frames per tick" tracking, that it's a bit more clear what's going on with it.
Bleeding now is attached to it's unit.
made mudhut base deeper and have less of a lip
init randomNumber on units in animation prefab so I can modify the idle speed with it to stop animals idles syncing up
triggerTurnL and triggerTurnR setup for human but needs hooking up via code
DM and Action Run is still on Sim Tick, while some other things that's got to do with Behaviour Chain ticking has been moved onto the ordinary Tick.
improved mud 01 roof and base
first pass sloth using the bear as a base
reimported asset stats from google drive
added exhausted and idle triggers to bear and deer
human anims setup to take injured and exhausted
Added code generation for StatsComponent+Properties
Added auto-generation of stat getter methods that should support caching