19,298 Commits over 1,614 Days - 0.50cph!
trying to re add turning and sidestep&backpedal when units get pushed
Fixed UnitView.FaceTarget being shit, now tracks targets properly
WatchTarget breaks when the target can no longer be perceievd
Split UnitDecisionMaker into a partial, cleaned up filtering and added pathfinding filter
Fixed data browser tab NRE when using up/down arrow keys to navigate asset listings
Fixed unit ragdoll toggles breaking selection (was caching the root xform trigger)
Fixed missing attachment data for meat and fish
More control over spawners in Zone
testbox_hunting spawners set up to test cooking
Always stop facing target if we move
Cookable things will actually start cooking now
- Moved a bunch of members out of the Items component and into the DespositEntity Action where their only usage lives
- UnitAttachments.AttachedEntities no longer includes Items
Items attached to other items are included in the Unit.Items list
Machine interaction intention generation can optionally specify a target process settings in InteractionSettings
Draft "cook item on fire" interaction
Renamed a bunch of shit
Added a hack that in BehaviourChain.Add that writes entity from intention to blackboard
made getting up from sitting more snappy
Added CookCookableItem Action
Cleaned up Action state handling
LMB up is default interaction, RMB up radial, RMB down default for unit actions (e.g. combat)
Fixed NRE in SetDestinationSettingsEditor
Fix MRE in CacheRagdollTransforms
Fixed NRE in Action.Break
Fixed occasional NavMeshAgent error when using CalculatePath in UnitDecisionMaker
Fixed occasional NRE in SetDestination
GoalPlan break condition debug log is gated by AIManager flag
DepositEntity action detachs items attached to the item being deposited, where applicable
CookCookable machine process overrides RemoveEntity and cleans cookable state
small stick can no longer have items attached to it
Entity debug drawer reflection fuckeries
Removed UnitCanPathfindTo condition
UDM filtering skips over BaseEntity.IsUsable == false
More debug fuckeries
Removed UnitSpawner context menu (use Animal or Tribe)
Fixed AnimalSpawner not calling base.OnValidate
UnitView rotation doesnt set animator "IsTurning" until we've actually started turning
Fixed various items having wrong attachment points (caused by earlier enum re-ordering)
Sort components drawers in EntityDebugDrawer
Foldout for decision makers in Agent debug drawer
AttackUnit action safety break/end by testing Unit.Combat.IsAttacking flag
GPV logs player instigated
DSE player instigation debug help
Combat Ability changing now handled independently of moving towards target
Senses non-unit entity LOS check has a slightly vertical offset to avoid bad ground hits
UDM only filters BaseEntity.IsUsable for items
giving up trying to make animals turn be good for now
Senses LOS check no longer includes Buildings layer
Conditions.HasDesireSettings writes to blackboard
Fixed waiting for a thrown weapon when we shouldn't
Blackboard.Copy updates keystate cache
- Fixed GoalPlanVariant.IsPlayerInstigated not being properly set
- Agent.TrySetCurrentGoalPlanVariant considers player instigation equal to player commanded (break active behaviour if the incoming GPV is either, skip score comparison)
Combat State added to debug
Player instigated behaviour only overrides autonomous behaviour