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17,530 Commits over 1,614 Days - 0.45cph!

9 Years Ago
TrySetCurrentGoalPlanVariant cleanup/comments
9 Years Ago
effects and ui
9 Years Ago
grammar
9 Years Ago
fixed a gui oops
9 Years Ago
various ui/ffects
9 Years Ago
ui
9 Years Ago
Wait after move now 5 minutes Unit portrait layer tweaks
9 Years Ago
more ph
9 Years Ago
thought bubble stuff
9 Years Ago
ui stuff
9 Years Ago
removed scripts and other stuff
9 Years Ago
Merge from unit_desire BlackboardData Set nulls all data
9 Years Ago
DecisonMaker.FindBestGoalPlan buffers goal_decision's blackboard data before clearing decisions and creating new ones for goal plans (which recieve the blackboard data properly)
9 Years Ago
backup
9 Years Ago
thought bubble stuff
9 Years Ago
text color tweak
9 Years Ago
one more
9 Years Ago
Agent.TrySetCurrentGoalPlanVariant adds momentum to current GPV score for comparison
9 Years Ago
- 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.
9 Years Ago
setup human turn anims to work when bool isTurning is active
9 Years Ago
- 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.
9 Years Ago
A minor improvement to adding player momentum to incoming variant.
9 Years Ago
Momentum moved out of DecisionPlan and into GoalPlan
9 Years Ago
fixed error with old turn action trasitions
9 Years Ago
wolf updates
9 Years Ago
Numerous UI tweaks. Desire text generation simplified
9 Years Ago
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.
9 Years Ago
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
9 Years Ago
rabbit improvements and made a bit slower and reimported spreadsheet stats
9 Years Ago
Bubble prefab backup
9 Years Ago
Added UI Hotspot event trigger utility component UI tweaks
9 Years Ago
UI tweaks
9 Years Ago
StatComparisonConsiderationSettings stat type selection draw attrib Renamed a consideration for clarity
9 Years Ago
UDM decision log BC element/variant failure will print raw asset name + type rather than override
9 Years Ago
Temporarily removed LOS check from combat ability selector
9 Years Ago
Consideration contribution sliders lerp color Data save
9 Years Ago
Consideration contribution error warning UI
9 Years Ago
Minor Behaviour event refactoring
9 Years Ago
Navigation listener for behaviour complete
9 Years Ago
Compile fix
9 Years Ago
Added avoidance setting to appropriate navigation event
9 Years Ago
TutorialSettingsEditor
9 Years Ago
Added a couple more tasks to the tutorial (not quite working as intended yet)
9 Years Ago
Fixed Activity Triggers not actually checking the activity sub type
9 Years Ago
stopped animator idle confusion with isInjured and isExhausted, will always play isExhausted over isInjured as isExhausted will finish sooner
9 Years Ago
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
9 Years Ago
Comments
9 Years Ago
Fixed Animation component setting bad speed values, also return in Tick if Unit is dead Removed FixedJoint from AP, updated human prefabs
9 Years Ago
added unit dead state to human dying so ragdolls happen immediately
9 Years Ago
UnitViewUtility tweaks HItbox always sets collider to convex Rebuilding prefabs...