19,298 Commits over 1,614 Days - 0.50cph!
Switched from using a ceiling threshold of previous best decisions this tick to using a previous best decisions memory array, that we make sure we evaluate everything we need, even in cases where score at the same level in the goal hierarchy might score the same where further down into the hierarchy they will score differently. First come, first served.
Fixed minor bug making things not work as intended.
- Merge from GoalImprovements
- Fixed BehaviourChain DM exemption not working as intened
- Lots of kinda hacky overrides in BehaviourChain for adding behaviors without a Decision
- Unit debug view for current GPV, BehaviourChain, improved ActionChain display
- GoalPlanVariant.IsValid only true if the BehaviourChain count matches settings
Added atmospheric music 19
- Expose BaseBehaviourPlanSettings.CompleteAtEndOfChain in BehaviourPlanSettingsEditor
- BBPS.CompleteAtEndOfChain and BBPS.ForgetIfInterrupted default to true
- Updated all Interactions
- Better handling of GPV/BehaviourChain completion and reset
- Clear BCD in BC.Reset
- Added FixedArray.AddRange
Replaced atmospheric music 18
Updated custom speedtree and custom PBS/Standard shaders to 5.3 (needs shader reimport)
Also some scripts and meta files (from auto 5.3 upgrade)
- Merge from unit_5.3.x
- Regenerated foliage prefabs and biome material libraries
Refactoring Biome Material Library and Biome Material Object
- Fixed issue with UpdateViewFromSourcePrefab in BeforeInspector
- Added new Goal : Gather Wood For Campfire
Fixed AddTexture errors (white billboard fix)
- Fixed some issues with Building interactions being incorrectly disabled
- Some EntityComponent refactoring, added IEntityComponentSettings so EntityComponent uses a common type for settings
Replaced amtospheric music 001, changed tags on 018
Remove null check in BehaviourChain.CreateInteractionBehaviour
- Added BehaviourChainElement
- Refactored BehaviourChain.Add, Decisions no longer leave DM
- Removed Behaviour constructor overload, made target optional
Current goal will now be checked for whether it's equal to the next goal, or at least force it to end before we replace it with the new goal.
7 'deselect' male vox added
- Removed BehaviourStack, renamed Agent+Behaviour to Agent+Abilities
- Removed FindItem Action
BehaviourChain.End accessibility fix
-tribe now ticks
-tribe checks for items and their quantities amongst all known items, making a list of currently known eligible ItemSettings and their numbers
-tribe compiles a list of currentlyCraftable items (means items whose basic components are available, no consideration given to needs for skill or tools)
-UnitCanFindToolConsideration was killed, and swapped with a CanFindOrCraftTool condition, which is much much prettier, by using the above functions
-some missing bit plastic had not realised existed
Hacky PlayerController goal creation test
Removed Momentum from Behaviour, now only carried by GoalPlanVariant
Momentum now part of DecisionPlan rather than GoalPlanVariant, though it's still from GoalPlanVariant that we traverse the momentum tick all the way up to the top goal.
Expose start momentum from Goal Plan Variant, so that we have more options for affecting momentum externally.
StopMomentum when you End a GoalPlanVariant, not when you Copy.
BehaviourChain now holds a reference to the GoalPlanVariant that owns it
PlayerController Goal creation cleanupo
Expose playerGoalMomentum in PlayerController
GoalPlan must be ticked before BehaviourChain, since BehaviourChain has the potential to change the state of Goal Plan Variant.
Skip SmartObjects that are not valid for DM in FindBestInteractionPlanVariant
Fixed campfire sitting crap in TribeStartArea
Unit LookAt fixes, humans now get stuck look at the campfire like idiots
HumanView+IK LookAt tweaks
Fixed potential NRE in BehaviourChain
Some SmartObject/Subscription refactoring, fixes some bugs with subscriptiosn getting stuck, but not super clean
New Bear assets, still very WIP
Nothing really new with human but updated export script and this is the latest export with it.
- WIP DataVisualisation test
- Goal data tweaks
Prevent infinite loop in finding best goal recursively.
Just added a couple more comments to make the application of recursion in FindBestGoal slightly easier to grasp and understand.
More data vis, some Goal data tweaks
Removed duplicate nodes in debug vis, added panning via MMB
Split data vis Node into its own file
Added "Open Visualiser" button to Before Inspector/Before Editor Tab toolbars