19,298 Commits over 1,614 Days - 0.50cph!
More work on getting equipping and stowing ready for prime time, but not quite the yet. These changes breaks main, so pushing to branch.
Humans use the other mouth texture, because the DDS file filters poorly from an angle.
Unit damage fx files. (WIP)
extended damage shell up on human male face
Node snapping in AI Designer
AI Designer nodes snap after canvas panning too
Minor tweaks to AI Designer drawing
Improved node snapping in AI designer
AI Data save, graph layouts
Removed Emote instance type, now we just reference EmoteSettings
Added Emote Selector
Added EmoteSettings to Blackboard data
Added EmotePriority Consideration
Re-wrote TriggerEmote Action to use Blackboard data
Added gui_shape_dot sprite (petur I think you forgot to commit something)
UI prefab save, fixed missed icon ref in animations
Emotes not longer disabled by item pickup... (may result in some funky object clipping with certain animations)
EmoteSettings.Priority range field attribute
Removed AlwaysWin Condition
Added ChanceCondition
Added some icons to a few abiltiies that were missing them
Added Canivore hunting AI perpcetion checks
Emotes AI goal uses 50% chance condition to make it a little less constant
Reduced Desire activity notification spam by only notifying on intial creation of unfilled desires
Unti info widget never displays empty string, only displays desire text for unfulfilled desires
Don't generate notifications for any fulfilled desires
Debug tools perception tweaks
Skill verbs in StatsUtility
Renamed some Skills
VectorUtility GetRandomInsideRadius optionally includes a GetGroundHeight call
Morale.GetFleeDestination uses above ext method, increased radius
Removed TotalThreatConsideration and it's single usage in "Animal/Territory/Return To Territory" AI
Removed DecorScale and DecorRotate from the berry bush prefab (bad petur)
Removed decor scale/rotate components from fruitbush source prefabs
Items component should be ready for Equip and Stow now.
Animations SwitchBackL and SwitchBackR got an animation event added.
Items Component now hooks up to above mentioned animation events.
Items Component now fires the triggers for the above mentioned animation events when Equip / Stow actions occur.
Equip Carried Item Ability added.
Stow Equipped Item Ability added.
Human Items AI Module now has a plan for equipping and stowing weapons (the Behaviour Chain Selector remain before I hook it up to the Equip Carried Item Ability)
Removed graph settings in AI designer, best values are hardcoded now, only sidebar width is exposed
Moar work on equip and stow item management. Not quite working yet. Almost there.
Unit+Info GetSkillLevelText grammar fix
Allow Bow to be held (item filter).
Moved UnitCollection creation into a method, made code more readable, fixed threat level not being calcuated at the right point
Fixed AIDesigner showing override names for beahviours in Add Element drop down
Added perception range condition and jogging when too far away from target to bother sneaking
Working on getting Unit to properly feel threatened when it should. Not quite there yet...
Remade combat AI module graph
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...
Somewhat fixed approaching combat targets
Starting to get some decent results.
Some more assets got saved when I exited Unity.
Split up combat AI into a few seperate modules. Put player command related behaviours in their own module, only used by humans
Minor ItemDesire.CanBeFulfilled tweaks
Items/Building and Warmth AI Module tweaks, mostly weighting
Desire creation consistency/tweaks
Fixed Ability:Flee not removing flee flag at end of ActionChain
Desire momentum drain rate is slower for player created Desires
Fixed ActionConstructBuilding not de-registering the Unit as an active builder on break