17,530 Commits over 1,614 Days - 0.45cph!
Added in combat ability selector (not actually used yet).
Combat component now keeps a list of all available abilities which it updates upon picking up or dropping a weapon.
Blackboard.Write() is throwing a weird NRE
GameUI TODO re Ability decisions
Assets that didn't get saved because I'm a noob...
Added Combat mode to SetDestination Action, replaced with new action in AttackUnit
Removed Blackboard.ContainsKey() method.
SetDestination Combat mode fallback when no combat ability data is available from blackboard
Write CombatAbilityParameters to BCD
BCD reset, SetDestination change
Added a combat miss event.
AttackUnit now calls Combat.TryAttackTarget directly, passing in a callback fired after an attack speed gate.
Assign Combat.ActiveCombatAbility internally
Handle combat ability fallback internally
Removed target death listener from AttackUnit
Combat damage calculation is actually correct now.
More fixing of combat damage calculations and tidying up.
Tweaked animator and combat base distance to make attacking happen more immediately.
Added SelectBestFindDesire Selector, tweaked Crafting AI module
Fixed DecisionContext not nullifying GoalPlan on reset
Stats udate (added stats for Warthog to the spreadsheet)
Decision log entity listing fix
Integrated squiggle for graph-based debug visualization of conditions and considerations for a quick turn-around test on how useful this information is to debugging.
added some comments to UnitCollection code in Senses
Tweaked unit collection radius calc + human radius multiplier
UnitCollection stat boosts
UnitCollection now stores a list of StatModifiers
WIP restrictions for StatMinipulationParameters in StatMinipulatorParametersDrawer via new attribute
Melee attacks that hit when the opponent is out of range should now miss.
Restructured combat so missing is calculated on the defender's side.
Added dodging and parrying.
Started work on ranged combat and fixed item drop event not actually being triggered.
Fixed projectile entity incorrectly being set to the weapon rather than the ammo in Combat.
Fixed UnitSettings.Create not positioning view prior to init
Fixed : AIDebugger shows all entities
Removed Agents panel from DebugTools window
DebugTools window now shows generic Entity Info panel, not just Unit, plus a bunch of tweaks and cleanup
Removed "Open Visualiser" button from DataEditorTab, cleaned up some title display design
Combat abilities now affect stamina.
A bunch of material cleanup and prefab fixes (campfires, bushes and buildings are interactable again)
FIxed Buildings having two container components
Added Shelter VE to buildings
Fxied EffectSettingsWrapper bad NestedEditor Attribute
Exposed ToolType and SkillUse in BuildingSettingsEditor
Projectiles now hit stationary targets and rotate correctly.
more chopping of atmos music
Building init fixed
DebuTools window shows smartobject interactions for selected entity
Fixed some issues with entity view management editor code (specifically resources)
Removed BiomeMaterialObject components from all resource source prefabs
Fudged some numbers to make shot leading work pretty well.
BuildingSettingsEditor collider mesh creation