17,530 Commits over 1,614 Days - 0.45cph!
Disable Unit.Navigation NMA autobreaking
GoalPlanVariant passes blackboard through to GoalPlan SimTick for break condition evaluation
Removing unnecessary stuff from FollowTargetSettings
Fixed sneaking to target breaking all the time
CookCorpse only accepts skinned corpses, doesn't force state
Corpse decay improvements/consistency
Added SetCorpseState Acton, added to Skin Corpse Interaction
IsPerceivedByTargetConditionSettings Modes
TargetIsInRangeConditionSettings modes
Combat AI data pass
Moved all third party stuff into Standard Assets in hope of speeding up compile times a bit
Deleted SEGI and Water2
Is Holding Item Condition
Is Holding Anything
Is Holding Weapon
Equip Carried Item Action
Stow Equipped Item Action
Equip Carried Item Action
Stow Equipped Item Action
Pick Up and Equip
Pick Up And Stow
Tutorial sub-task animation tweaks, play sound on complete (placeholder pop)
Building AI Module weight tweaks
rabbit eating & alert state
Deleted Un-used GroupCanFindUnitCondition, and code from Knowledge
Senses perceived/surrounding/known units refactor.
Fixed some actions that store state not correctly calling their end impl on break
Unit.Items drop/remove handling and Dispenser "pop" both parent items to their parent zone's item container
AI module GoalPlan break conditions use blackboard mode
deer alert less frantic and loops
bear alert is the sniffing air one
Buffer UnitFilterSourceArray in UDM
Fixed lit alpha blended shader paths
Button sounds on various UI widgets
Added some error logs to Fixed Array, like when we try to Add elements when the array is full.
Herds were adding target destinations that were NaN and shit, FA debug logging unweiled it, now "fixed".
Tiny optimization to herd average destination used for fleeing.
Humans use the other mouth texture, because the DDS file filters poorly from an angle.
Unit damage fx files. (WIP)
extended damage shell up on human male face
Node snapping in AI Designer
AI Designer nodes snap after canvas panning too
Minor tweaks to AI Designer drawing
Improved node snapping in AI designer
AI Data save, graph layouts
Removed Emote instance type, now we just reference EmoteSettings
Added Emote Selector
Added EmoteSettings to Blackboard data
Added EmotePriority Consideration
Re-wrote TriggerEmote Action to use Blackboard data
Added gui_shape_dot sprite (petur I think you forgot to commit something)
UI prefab save, fixed missed icon ref in animations
Emotes not longer disabled by item pickup... (may result in some funky object clipping with certain animations)
EmoteSettings.Priority range field attribute
Removed AlwaysWin Condition
Added ChanceCondition
Added some icons to a few abiltiies that were missing them
Added Canivore hunting AI perpcetion checks
Emotes AI goal uses 50% chance condition to make it a little less constant
Reduced Desire activity notification spam by only notifying on intial creation of unfilled desires
Unti info widget never displays empty string, only displays desire text for unfulfilled desires
Don't generate notifications for any fulfilled desires
Debug tools perception tweaks
Skill verbs in StatsUtility
Renamed some Skills
VectorUtility GetRandomInsideRadius optionally includes a GetGroundHeight call
Morale.GetFleeDestination uses above ext method, increased radius
Removed TotalThreatConsideration and it's single usage in "Animal/Territory/Return To Territory" AI
Removed DecorScale and DecorRotate from the berry bush prefab (bad petur)
Removed decor scale/rotate components from fruitbush source prefabs
Removed graph settings in AI designer, best values are hardcoded now, only sidebar width is exposed
Unit+Info GetSkillLevelText grammar fix
Moved UnitCollection creation into a method, made code more readable, fixed threat level not being calcuated at the right point