17,530 Commits over 1,614 Days - 0.45cph!
Building view update generates fresh mesh colliders
Building view creation automagically finds/updates animator controllers
Projectiles now have better angle simulation (but I haven't put leading back in yet)
Added an attempt at shot leading with the new algorithm, not great yet.
Updated Candleight handles
Added Cinemachine Base Rig
Added CinematicCamera module, for testing Cinemachine
Zero the camera after disabling cinematic module
Grass mat fix, disabled grass \o/
added test dodge anim with root motion
updated avatarPostprocessor.cs to look for _RM in the anim name and use root motion on XZ
added dodge bool to human controller(to test for now)
updated human male prefab with use root motion tickbox (will need to be udpated via tools if we go forward with it I think)
updated animation.cs with a check to see if dodge bool is active to disable ismoving and play anims at normal speed, also added OnAnimatorMove here to check if dodge is true and then use the root motion
Renamed UnitTargetsCondition to UnitIsBeingAttackedCondition
Combat.IsAttacking now more accurately reflects whether a unit is in combat with another unit.
Removed naughty FindIndex.
UnitVIew implements OnAnimatorMove, calls Unit.Animation.OnAnimatorMove
increased human walk stride length to slow anim down and look more natural
Senses ignores dead units
Senses doesn't tick on dead units
Units now turn around upon being attacked in an attempt to see their attacker.
Show button to open AI Debugger on Entity Info panel when an Agent is present
Removed cinematic camera module/components from prefab
DebugTools window NRE fix
HumanController human_combat exit transition no longer has fixed exit time, should be instant when the condition passes
Agent blackboard now gets wiped on tick.
Attempted to factor in ranged / melee considerations to ability selector (doesn't quite work yet).
Ability selection is a little better now.
Removed rejection threshold from DecisionMaker.ScoreAllDecisions and DSE.Score
Blackboard.Tick -> Blackboard.Reset, cache array of keys enum to avoid GC
Blackboard types moved to outer scope, renamed
Added Weight to AI Modules, used in DSE.
Module weight exposed in AIDesigner
DecisionScoreEvaluatorParameters.Weight and AIModuleSettings.Weight clamped to 0-2f
Module data and weight tweaks
1 of 2
changed the rootmotion script to be on the anim in the controller, still dosent work with idle though and rotation has to be hard coded in.
added DEF_item_L and DEF_item_R to the human male only (needs to be updated for female and child if we like it)
2/2
changed the rootmotion script to be on the anim in the controller, still dosent work with idle though and rotation has to be hard coded in.
added DEF_item_L and DEF_item_R to the human male only (needs to be updated for female and child if we like it)
Run attachments + wearables setup on unit view update, not just create.
Changed hand attachment bone setup to use new item_L/R bones
set triggeDodge to off by default
UnitSettingsEditor.AddAttachmentPoint also updates existing APs properly
Player created goals recieve a BehaviourChainData package from GameUI's Blackboard (used for radial menu selector queries and conditions)
Selectors, Conditions and Consdierations all take a Blackboard ref in their respective query/eval methods.
DecisionScoreEvaluator.QuerySelectors can be called by external systems to populate any given Blackboard
Added Copy method to BehaviourChainData
Added BlackboardKeys cache to EnumArrays
Made Combat select basic attack as default ability.
Added ItemSpawner, cleaned up Zone+Ecology spawner handling
smartobject_test topology maps cleared
Updated Condition and Consideration templates
Condition + Consideration params refactor
AIDesigner+Editor index out of range fix (update serialized property)
Fix potential NRE in ItemSpawner, added error log
Added Player AI Module, used as template for player commanded goals
Added AlwaysWinConditon
Fixed UnitSpawners having the wrong script assigned...
AIDesigner and some other editor tweaks
Fixed go to destination sometimes using the wrong combat ability for range.
Force Player commanded GPV BehaviourChain to report as valid
Fixed dodged attacks not causing the combat state