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

8 Years Ago
Remove RallyGroup action (pending refactor of how we handle this kind of group based command) Fixed AI module editor not allowing conditions of certain types to be added to the DSE
8 Years Ago
Removed some rally related assets
8 Years Ago
Attacking now attacks the current combat target rather than setting it. Human Defensive module won't run if there is a player commanded target.
8 Years Ago
Removed player commanded hunt desire creation ability because it sucks
8 Years Ago
Human Defensive module only disabled if unit is selected and has a player target
8 Years Ago
Make testbox_hunting great again. Added testbox game mode to test stuff without losing the game. People should now actually pick up corpses and drop them by the fire.
8 Years Ago
Improvements to autonomous corpse gathering / butchering. Added categories to most target filters.
8 Years Ago
Cleaned up the setting of combat abilities and weapons in Combat. We now only consider weapons equipped in the right hand to be useable.
8 Years Ago
Fixed some exceptions that could be thrown when an entire tribe of humans was killed Added a Health Bonus to the Fight (Human) goal to try and stop healthy units fleeing so much Added a "Hold Ground" goal plan to the Fight (Human) goal that does nothing - this hopefully keeps units from not having any valid offensive goals and falling back into defensive/fleeing (trying to stop the attack once and then run away combat pattern) - there might a better way to handle this, but it seems to be effective Fixed units repeatedly trying to Return to Territory while they are already in their territory
8 Years Ago
Tabbing to an unselectable unit will now skip to the next selectable unit rather than stopping
8 Years Ago
Fixed carried units appearing in a units portrait view
8 Years Ago
Unit Detail View tab no longer shows what the unit is feeling if they are dead, instead shows the "Dead for x hours" text we use on the toooltip
8 Years Ago
Unit now stores a UnitDeathReason + UnitKilledBySettings to store how a unit died and what killed it Those two fields + the death time are now persisted
8 Years Ago
Fixed player tribe spawners adding territory at 0,0. tweaks to corpse picking up and dropping AI.
8 Years Ago
Added TargetFilterCondition
8 Years Ago
Compile fix
8 Years Ago
TargetFilterConditionEditor
8 Years Ago
Misc
8 Years Ago
Editir NRE fixes
8 Years Ago
data save
8 Years Ago
Changed TargetFilterCondition to not require target and be of selector type
8 Years Ago
Target Filter as selector for making fire WIP
8 Years Ago
NRE fix for decisions with no Goal Plan
8 Years Ago
made campfire gathering filter condition not shit
8 Years Ago
TargetFilterCondition should now properly copy and write back all blackboard data consistently
8 Years Ago
improvements to fire gathering AI
8 Years Ago
8 Years Ago
(Changes from 13230) Exposed evaluation target dropdown for condition and consideration wrappers, now possible to choose Self, Target or BlackboardEntity Removed the EvaluationTargetType field from conditions and considerations
8 Years Ago
Keep Desire now also checks if an item dispenser dispenses anything required by a MachineProcessActionDesire before fulfilling
8 Years Ago
Freeing up hands only happens when near the target
8 Years Ago
fixed people being stuck holding two branches for the fire
8 Years Ago
Various food/hunting AI related tweaks Consideration editor cleanup Removed "allowed no considerations" flag on some AI data types, as it was redundant Renamed Hunt/AttackMove Goal to "Hunt" cause wtf
8 Years Ago
Merge hunting behaviours into Human/Food module
8 Years Ago
set_stat console command
8 Years Ago
Fixed command NRE
8 Years Ago
UnlockDatabase static init on load, skip unlock defs that are not flag as game valid
8 Years Ago
Tweak
8 Years Ago
Cleanup
8 Years Ago
Can Carry Unit Condition now checks if the target unit is already being carried.
8 Years Ago
Removed some duplicate desire selectors in hunting goal plans
8 Years Ago
examples of possible ways to lod trees, tree_oak_LODTYPE_A and tree_oak_LODTYPE_B
8 Years Ago
example of tree with empty assets setup to position FX
8 Years Ago
More food/hunting AI work
8 Years Ago
Misc
8 Years Ago
Fixes
8 Years Ago
WeaponParameters.OnValidate error check for items with combat abilities of type "throw" that do not have the appropriate projectile setting Fixed a bunch of data types not calling base.OnValidateInternal Hand axe is no longer throwable
8 Years Ago
Save
8 Years Ago
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)
8 Years Ago
First pass on a system to fade objects that are occluding the player's view For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update The fade material is just a transparent standard shader, this could definitely be improved
8 Years Ago
Cherry picking jarryds occluded units stuff to a branch