17,530 Commits over 1,614 Days - 0.45cph!
new coms triggers to use for humans to communicate with each other
triggerComsPoint
triggerComsPointFloor
triggerComsComeHere
triggerComsShout
triggerComsYes
triggerComsNo
triggerComsDont
triggerComsTalk
Fixed DataEditor creating assets using the base type as prefix when it the type is a subclass
Renamed a lot of assets to correctly match the scheme
UI time toggles animator fix
Ability.SetCombatTarget species comparison condition re-instated to prevent player commanding people to murder each other
latest export of human + merge
Added DecisionContextScope enum for cleaner management of decision scope and weight/multiplier application
Player task animator states, colors and icon swap
Unity's crying over Destroy, wants DestroyImmediate.
Added Condition Trigger.
Moved Alert and Fleeing checks to Conditions.
Added Unit Comparer static class with Hostility check.
EDITING ALL THE BEHAVIOUR ASSET FILES BY HAND A LIKE A DRUNKEN CUNTWHISTLE TO FIX MY STUPID DATA MIGRATION ERRORS FROM EARLIER THIS EVENING
Put the new threat check condition back into the AI Designer
Renamed a perception condition
Fixed Sneak To & Attack GP not reading from blackboard
Updated Berry Bush to include Interaction Trigger
All UI animations used unscaled time
AI Designer add child node button moved to outside window so that it cannot be pushed down by DSE content listing
Starting adding stuff to differentiate a player commanded attack target
Removed deprecated attachment point test in unit attachments.
Merged
Removed line instead of just commenting it out.
Added Animal Territory Herbivore AI.
Resizing nodes except not
Fixed various issues with the unit commands widget
Added perception condition to Human food AI module/hunt goal plan
Fixed combat "Jog To & Attack Target" missing blackboard read
Removed some empty goal plans from the AI database
Attempted fix for next tutorial not triggering properly.
Fixed a bunch of edge case bugs with AI designer node management/graph updating etc
Module exposure settings, clear combat target goal/plan
Moved dragging detection to drag event type
Tweaks to AIDesigner+Drawing and resizing nodes.
Default min height of node in AI Designer set to 250.
Added player command related AI nodes (again)
Min/max node sizes in AI Designers uses v2
Resizable nodes in AI designer
Pipe incoming GPV through GPV/BC/Behaviour/ActionChain and finally Action Break impl.
SetDestination base break impl checks for matching action of same type in the incoming GPV and avoids stopping the navMeshAgent when a match is found
Added a Navigation callback safety gate
Added temperature override to debug tools
Player tutorials are no longer sequential, UI displays all subtasks
Fixed deer alert animation conflicting with isCarried state
Fixed deer not being properly attached to campfire
Fixed building container being disabled when it shouldnt
Apparently I changed stuff in the AI Designer