244,554 Commits over 3,898 Days - 2.61cph!
Added head senses object creation back in
Added hearingFalloffCurve to UnitSenses (not being used yet, only to test DiscGraph handles in HumanEditor)
Human male tweaks
Optimized dynamic decor by making the layout of the spawn patches a bit more sane
Ferns no longer suppress bush placement in forests (they should really be spawned with the dynamic decor system anyhow)
Generate all possible rivers, then select the longest ones
Fixed missing reflections and stars
test fix for ragdoll spazzing
Started reworking shield effect, can now take multiple hits
Moved animation event reciever to UnitView, forwarding up to Unit. Also made it generic (passing string to use for lookup)
Added Unit+Animation
Unit cleanup, moved Senses init stuff to InitSenses()
Added animation callback for PickUp
Added Lion-El character selected anim
Added Lion-El character selected anim
Added trigger & hooked up animator to play anim on selection
DM only considers enabled SO Interactions
SetupAwarenessSphere() head finding replaced with Linq
tweaked gloss on water
made new fog emit slightly less particles, made slightly more alpha-ed out
unitmanger/senses style and layout cleanup
added new cartoony fog to swamp court
Merged from ZoneResources
-perceived SOs are being passed from Unit, on to the agent.
-units now also 'see' smartobjects (items,resources,buildings)
-they remember SOs they saw for some hours (currently 6) after which they forget.
Data Editor/Entity View tweaks and improvements
Added name override for interactions, exposed InteractionName property which returns either the name override or a formatted asset name
Interactions shown in the radial menu now read better (showing item name, etc)
Switched forcefield to prefab
Added SetKnownSmartObjects(IEnumerable<SmartObject> smart_objects) to DecisionMaker
Adjustments to make it easier to hit rock ball special
tweaked forcefield shaders so they blend in and out better. added fade in, idle and fade out animations with controller.
Added rockball breakup effect
Increased brightness of the stars (lost in tonemapping)
Tweaked moon brightness some more
Removed tiny invisible colliders around the big powerline poles
Added colliders to airfield warehouse and metal building
Improved hill noise
Added bigger bushes to the arid biome
Added hills and mountains to the arid biome
Improved splat mapping and color tinting in the arid biome
Improved splat mapping in forests
Tweaked moon brightness at day and night
Added footsteps. Added drop detection in UI. Started to add in hitbox system.
- The evaluation of picking something up now considers whether we're already holding it.
- An interaction can now be flagged such that it will be ignored for decision making. Both at runtime and in data.
Misc tweaks related to DM.
- Added a consideration IsItemHeld.
- Added the DSE Drop Item
- Added a comment text area to DSEs. The intention of the consideration list can be hard to desipher without a text to guide it.
- Misc...
Decision Context now knows whether Myself is a Unit or not.
Momentum now diminish per tick based on a Drain Rate, rather than a Drain Time... meaning that higher starting momentum will result in longer drain time (when drain rate stays constant).
Player Controller can now set the initial momentum on subscription to a smart object.
- BeforeDebug now prints out Decision Score as well.
- Decision now sets TimeNow when we reuse an old instance to set new data.
- Twealed down Maslow Type bonus massively, to make results more readable.
Entity debugger tweaks, displaying Agent.DecisionMaker.CurrentDecisions list