17,530 Commits over 1,614 Days - 0.45cph!
Added some force to the ragdoll upon death based on direction and strength of hit
missing boar/warthog anims and HIT_ boxes
Sanity Check for valid state of Actions list and that CurrentElementIndex is within the Actions list's range in Action Chain after error report.
Some more information in the error log.
Temporary workaround (but error log is still active) for a situation where an Action Chain's state is kind of weird (Attack's current element index can somehow get to the value of 4 when the action chain's list of action is of the count of 4.
1st iteration of opening theme music added
Added 3 new senses stats and tidied up stats import a little.
animated collision mesh for selection test on building tent animalskin with meshname selection_collision
Player interaction now only raycasts to the Interactable layer
EntityView and derived types handle auto-generation of interactable triggers (with the exception of buildings)
Combat, Projectile and ActionChain event cleanup
Speedtree reimport
rebuilt animal skin view prefab
Recreated all the prefabs in the world apparently
UnitView auto capsule collider gen
Player interactable mask fix
Stop UnitVIew disabling root collider in SleepRagdoll
ItemView interactable trigger gets x 1.25 size
Fixing decor foliage prefabs having navmesh obstacbles and no BMO component
Fixed by UNITY_EDITOR ifdef
added knife item and temp knife icon
knife.asset has changed, must have not got all data saved before checking in last checkin
added unitdeadstate to dying as a quick way to make it bypass the dying anim, I didnt want to remove it as it would break the links in all the override controllers and may add back in later
Added some senses related stuff to certain effects.
Moving all EntityView Interactable collider setup to editor side view creation utility classes (now static, moved out of EnitySettingsEditor types)
Misc editor refactoring. EntityViewEditor parity with some debug tools display
Remaining entity view creation/update code moved to util classes
EntitySettingsEditor view management improvements and bug fixes
New perception calculations (probably need a lot of tweaking)
trying to fix ragdolls going crazy (not much luck)
Projctiles ignore anything on the Units layer that isn't a hitbox (hack)
Merge from desires refactor, more desires refactoring (mostly filtering)
Removed the notion of desire "types" (Attain/Retain), instead just use fulfillment state as the same indicator. DesireTypes now refers to the derived types themselves (Item, Building)
Started splitting SetDestinationSettings
Manual merge of action state changes from 5.4 branch because plastic is a dick
Deleted unused impregnate ability, fixed some missing actions
Added data validation to BaseBehaviourPlanSettings
replaced female select vox
AIDesigner cleanup, layout class
replaced and added female vox deselects
Added Desire creation support to BehaviourChain Selector elements, exposed via editor and handled by UnitDecisionMaker (no longer hooked up in DSE/DecisionContext)
Desire no longer stores DesireParameters, instead derived types store data as properties
Removed IDesire interface since base Desire no longer requires generics
Desire creation allocation avoidance in actions
Fixed UnitViewUtility not updating prefabs from source correctly
Audio file metas
Desires data properly assigned in Unit.Desires.AddDesire
Desire.Equals overloads compare DesireParameters rather than Desire
ActionState reset handling/cleanup
Fixed Wait Action state handling causing errors
Clamp Unit senses radius to 75, fixed scale of the trigger itself
Some minor cleanup to the combat ability selector code and a suggestion/comment.
made ragdolls stop glitching when scale is not 1
add force to correct bone from correct distance in ragdoll when hit by arrows(has some other problems)
Temp caching target for slightly better readability.
Removed range check for ranged attacks when shooting.