19,298 Commits over 1,614 Days - 0.50cph!
Fixed missing key error in DecisionMaker.ModuleIsValid
Improved combat projectile handling
Fixed AttackUnit action callback NRE, removed stupid code in Tick
UnitAttachmentsEditor fixes and cleanup
Fixed AP data for arrow
Unit items debug collates items by Id
Fixed projectiles not being dropped properly
Fixed combat component usage of UnitView.FaceTarget
Removed a bunch of redundant Units.Items[].AsItem usage
- Fixed Combat not resetting the active combat ability when dropping (or throwing) a weapon
- People will now pick up their last thrown weapon after combat
- Weather only ticks in GameState.Game
- Added weather type for the overview map
- Weather supports TOD scattering height falloff
- SmartObject interaction position groups enable/disable positions when all plans associated with the group are disabled
- Improved Building interaction state management
Intention removed from Action execution, always written to blackboard during BehaviourChain is constructed
IIntention ported to abstract BaseIntention, handles blackboard write internally
Removed modes from some actions (DepositEntity, FeedItemToTarget)
Removed a bunch of intention based Actions & Behaviours
Fixed potential NRE in UDM filtering
Fixed missing interaction references in some AI assets
Added island02 to scene loader
Combat + Items logging, animator stuff
Animator state tags, items callbacks fix
- Fixed bad profiler sampler in UDM
- Fixed SetDestination combat mode not properly updating current combat ability when it changes, or setting new destination
- Added new callbacks system for animator bool changes, used for pickup and switch events
Performance UI widget uses unscaled time
Weather clouds and post stuff, other bits
- WeatherSettings can be flagged as not for use ingame (special weather for map view)
- Rebaked island02 with smaller tile size to reduce floaty units
- Re-enabled pathfinding check in UDM filtering, now uses Unit.Navigation.IsValidDestination for some additional optimisations
- Adjusted shadow cascades and distance, disabled dynamic distance
Disabled pathfinding filter again
Fixed a bunch of decor rocks not having colliders
Cleaned up item position validity checks post spawn, added to context menu for ItemView
Fixed DM Goal priority being broken as all fuck, now used as part of score (testing)
Fixed pontential NRE in UnitDecisionMaker+Filtering when evaluating interaction subscription without filtering by EntityType
Fixed another filtering NRE
Fixed Blackboard.Copy not correctly setting values for some keys (entity components)
Fixed AI debugger not working after leaving playmode
Minor optimisations in Effects, Animation and Agent+Behaviour.
Basic gamepad unit movement controls
More movement controls stuff
Added aperture, focal length and kernel size controls for DynamicDOF in free camera mode
More controller movement stuff
Fixed Animation null key error
Fixing weather lerps, added randomisation to wind strength, removed "windy" weather type
Spawn populations use a new weighted wrapper type, can define normal alignment per object/entity
Decor + Grass spawn editor improvements
reverting disabling ragdolls on game start
bow anim fires forward now
Splat enum rename, decor spawn tweaks
Fixed decor spawns not spawning more than one population
Biome materials support darkening relative to synced splat colors
Fixed Combat.OnDroppedItem setting a new current weapon when it shouldn't
Simplified Intentions; no longer derive child types, pass target blackboard key in constructor
Fixed priority being added to goal plan scores
Conversation topics work.
Cleaning up various behaviour filters
null check in CookCookableItem.End
Added ConversationTopic consideration, WIP AI changes to support conversation topics
Added CookableEx, GetCookable entity extension method