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19,298 Commits over 1,614 Days - 0.50cph!

10 Years Ago
YAMfM
10 Years Ago
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.
10 Years Ago
Fixed minor bug making things not work as intended.
10 Years Ago
- 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
10 Years Ago
Added atmospheric music 19
10 Years Ago
- 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
10 Years Ago
Replaced atmospheric music 18
10 Years Ago
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)
10 Years Ago
Updated water2 to latest
10 Years Ago
- Merge from unit_5.3.x - Regenerated foliage prefabs and biome material libraries
10 Years Ago
Biome save
10 Years Ago
Refactoring Biome Material Library and Biome Material Object
10 Years Ago
- Fixed issue with UpdateViewFromSourcePrefab in BeforeInspector - Added new Goal : Gather Wood For Campfire
10 Years Ago
Asset save
10 Years Ago
Fixed AddTexture errors (white billboard fix)
10 Years Ago
- Fixed some issues with Building interactions being incorrectly disabled - Some EntityComponent refactoring, added IEntityComponentSettings so EntityComponent uses a common type for settings
10 Years Ago
Replaced amtospheric music 001, changed tags on 018
10 Years Ago
Remove null check in BehaviourChain.CreateInteractionBehaviour
10 Years Ago
- Added BehaviourChainElement - Refactored BehaviourChain.Add, Decisions no longer leave DM - Removed Behaviour constructor overload, made target optional
10 Years Ago
BehaviourChain.Copy Fix
10 Years Ago
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.
10 Years Ago
7 'deselect' male vox added
10 Years Ago
- Removed BehaviourStack, renamed Agent+Behaviour to Agent+Abilities - Removed FindItem Action
10 Years Ago
BehaviourChain.End accessibility fix
10 Years Ago
-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
10 Years Ago
-some missing bit plastic had not realised existed
10 Years Ago
Hacky PlayerController goal creation test Removed Momentum from Behaviour, now only carried by GoalPlanVariant
10 Years Ago
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.
10 Years Ago
Expose start momentum from Goal Plan Variant, so that we have more options for affecting momentum externally.
10 Years Ago
StopMomentum when you End a GoalPlanVariant, not when you Copy.
10 Years Ago
BehaviourChain now holds a reference to the GoalPlanVariant that owns it PlayerController Goal creation cleanupo
10 Years Ago
Expose playerGoalMomentum in PlayerController
10 Years Ago
GoalPlan must be ticked before BehaviourChain, since BehaviourChain has the potential to change the state of Goal Plan Variant.
10 Years Ago
Skip SmartObjects that are not valid for DM in FindBestInteractionPlanVariant
10 Years Ago
Fixed campfire sitting crap in TribeStartArea Unit LookAt fixes, humans now get stuck look at the campfire like idiots
10 Years Ago
HumanView+IK LookAt tweaks
10 Years Ago
Latest human anims
10 Years Ago
Steam VR plugin
10 Years Ago
Fixed potential NRE in BehaviourChain Some SmartObject/Subscription refactoring, fixes some bugs with subscriptiosn getting stuck, but not super clean
10 Years Ago
latest human anims
10 Years Ago
New Bear assets, still very WIP Nothing really new with human but updated export script and this is the latest export with it.
10 Years Ago
- WIP DataVisualisation test - Goal data tweaks
10 Years Ago
Adds
10 Years Ago
Prevent infinite loop in finding best goal recursively.
10 Years Ago
More data vis testing
10 Years Ago
Data vis layout meh
10 Years Ago
Just added a couple more comments to make the application of recursion in FindBestGoal slightly easier to grasp and understand.
10 Years Ago
More data vis, some Goal data tweaks
10 Years Ago
Removed duplicate nodes in debug vis, added panning via MMB
10 Years Ago
Split data vis Node into its own file Added "Open Visualiser" button to Before Inspector/Before Editor Tab toolbars