17,530 Commits over 1,614 Days - 0.45cph!
TrySetCurrentGoalPlanVariant cleanup/comments
Wait after move now 5 minutes
Unit portrait layer tweaks
removed scripts and other stuff
Merge from unit_desire
BlackboardData Set nulls all data
DecisonMaker.FindBestGoalPlan buffers goal_decision's blackboard data before clearing decisions and creating new ones for goal plans (which recieve the blackboard data properly)
Agent.TrySetCurrentGoalPlanVariant adds momentum to current GPV score for comparison
- Working on raycast to ensure we're not trying to shoot through a wall/hill/tree/etc. Not 100% there yet.
- Some more null testing in CraftItemSettings, we trust state too much it seems, or we're able to somehow get into a bad state... so got to look deeper into this issue in general.
setup human turn anims to work when bool isTurning is active
- Take advantage of early exit opportunity in TrySetCurrentGoalPlanVariant when same goal plan but not a player command.
- If incoming variant is a player command, add momentum to its score.
- Behaviour Chain's decision score calculation was using the old multiplication method. Now finding average score through addition.
A minor improvement to adding player momentum to incoming variant.
Momentum moved out of DecisionPlan and into GoalPlan
fixed error with old turn action trasitions
Numerous UI tweaks. Desire text generation simplified
More work on detecting when picking a ranged ability (shooting a bow) would be a bad idea, eg. you'd shoot straight into a cliff-side or a big stone. A wee bit hard/time-consuming to test, so this needs more testing to confirm whether it works to a desired degree or not.
UI only shows a single notification, with queued count. Timeout remove/click to go to activity source position/entity
HumanView.SetupClone destroyed any attached UnitViews (e.g. carried corpses)
Activity refactoring/cleanup. Activity objects no longer store a type selection object, instead the ActivityTypes prop is abstract and derived types store expose "subtype" properties
rabbit improvements and made a bit slower and reimported spreadsheet stats
Added UI Hotspot event trigger utility component
UI tweaks
StatComparisonConsiderationSettings stat type selection draw attrib
Renamed a consideration for clarity
UDM decision log BC element/variant failure will print raw asset name + type rather than override
Temporarily removed LOS check from combat ability selector
Consideration contribution sliders lerp color
Data save
Consideration contribution error warning UI
Minor Behaviour event refactoring
Navigation listener for behaviour complete
Added avoidance setting to appropriate navigation event
Added a couple more tasks to the tutorial (not quite working as intended yet)
Fixed Activity Triggers not actually checking the activity sub type
stopped animator idle confusion with isInjured and isExhausted, will always play isExhausted over isInjured as isExhausted will finish sooner
StatsUtility stuff, Human constructor adds all skills and needs via enum arrays
Fixed + catch skill related NRE in Combat+Callbacks
HumanView connects all AP fixed joints to the root RB
Fixed Animation component setting bad speed values, also return in Tick if Unit is dead
Removed FixedJoint from AP, updated human prefabs
added unit dead state to human dying so ragdolls happen immediately
UnitViewUtility tweaks
HItbox always sets collider to convex
Rebuilding prefabs...