17,530 Commits over 1,614 Days - 0.45cph!
Revert mistaken prefab commit
Unified CombatAbilityType and RangedAttackType and added an AOE type (not implemented yet).
Basic implementation of AOE attacks and some improvements to targetting when multiple units are involved.
Resource.Create() from entity tweak
UnitResource enabled by default and added to validation list stuff in UnitSettings
fx_click_dirt and some stuff
Building prefab collider tweaks
Added InteractionPosition data warning to Building editor
Added Selector prefix label to DecisionLog
Fixed HumanView+IK NRE
Fixed UnitView.Unit NRE
Begone silly events
updated buildings to new spec, moved to new folder and renamed to be somewhat consistant with each other
Unit anim state event setup
Renamed UnitResource -> ResourceCreator
Fixed view creation overriding convex collider flag, moved force all to convex bit to ItemSettingsEditor prefab update process hook
UnitSettingsEditor NRE fix
Added percieved units to knowledge dropdown in debug tools
Senses layer defaulted to old value, saved data
Made Health Inverse be a bonus consideration when picking a unit to defend.
Defending others now works.
Sesnes layermask + raycast changed to ignore Units, only check for blocking layers
Fixed cliff prefabs
Moved some prefabs out of Resources
Added a cliff to smartobject_test, rebaked navmesh
combat_test cliffs and navmesh bake
collision on fire unified building rock style correct building animator assignment
Unit view prefab NMA/collider sizes
changed this to look for animoverridecontrollers as well as animcontrollers for the building construction
Removed BehaviourChainData, replaced with consistent usage of Blackboard throughout DM and data
SelectorSettings must implement abstract property indicating which Blackboard key they write to
Mammoth view prefab collider/navmeshagent sizes
exported tiger at correct polycount
improved tiger texture, material and uvs.
Blackboard editor exposure
Selector wrapper drawer bb write key display
Fixed potential NRE in BehaviourChain.GetBlackboardEntity,cleaned up a bit..
Copy in Blackboard from GoalPlan Decision in UnitDecisionMaker.FindBestGoalPlanVariant
Fixed a resource loading path in UnitManager that made unit sounds work again
Unit sounds now use an enum.
Updated Selector resharper template
Added TargetTerritoryConsideration, TerritoryConsideration
Added GroupSelector
AI Territorial module data
Animal sleep goal plan uses territory if applicable
Removed blackboard read/write and filtering from behaviour chain elements that do not require a target for DM
Cleaning up Zone+InfluenceMaps a bit, fixed some potential NREs/bad lookups
Fixed UnitView OnSoundEvent missing