19,298 Commits over 1,614 Days - 0.50cph!
Added "Watch Target" behaviour under common combat module (WIP)
No longer remove dead units from their group (testing)
Unit DM perception filtering support
Conversation topic editor
Effects can optionally filter the UnitClass they are applicable to
Renamed Omnivore AI Module to be general Food, and put it on all animals
Cap mood to 50% when fleeing.
When scared / high fear, our mood is affected.
apparently I changed Eat Something
Added PlayerController debug mode for selection of non player controlled entities again
RMB is now interact + radial, LMB is movement and selection
Commented out various debug rays in FollowCamera
Fixed bad drawing check in playerController blocking inputs for movement mode while doing LMB hold move
Started adding Smell to Entities
Debug panels use new header style
Attack target ability, default for hostile units. Hunt is animal only
Fixed perception checks not working for units in UDM
Combat/General/Observe Threat behaviour tweaks
A bit more interesting application of mood change when scared and fleeing.
Started cleaning up face target/look at code
Watch target scoring improvements, break conditions
Goal plan editor and break condition eval cleanup
Added smell calculation of entities to Senses
- Fixed null unit selection in AI Designer
- Added WIP Human Territory AI module
Cleaning up Senses.CanPerceive overloads
Merge from entity smell to main
Added SmartObjectComponentSystem, update free interaction position counts in SmartObjkect.SimTick
Lots of categories on various things
Tweaked Influence on buildings
Territory at target as bonus or consideration for various target filters
Animals should move towards food they can smell if they can't find anything to eat
Improved AssetMenu & AssetList groupings
renaming and summaries of territory related considerations
Target Territory Consideration can now score non Unit targets.
IGrid now has a convenience method for getting value at an Entity's position
People should now abandon a thrown weapon if they can't path to it.
QuadTree getter error logging.
Use PathComplete instead of !PathInvalid for distance Consideration
trap asset has collider and much less verts in the teather
EntityViewUtility.SetupCollider tweaks
Gating UnitView.Update rotation
Fixing people getting stuck rotating to face a target even after the action ends
Moved human territory defend behaviour to combat/defensive module
WIP improvements to human territorial AI
'new game' motif for summer start
hooked up is looking animation to facetarget
move isLooking bool from facetargetsttings to uniview
moved ilsland02 back to build folders, fixed missing map camera
WatchTarget animations in action chain
- UnitView ragdoll rigidbody & collider caching
- Fixed occasional error caused by calling Unit.Navigation.Stop when a Unit is ragdolling
ItemAttachments can attach any entity type
Moved Item.AttachedToITem to BaseEntity