17,530 Commits over 1,614 Days - 0.45cph!
Fixed AIDesigner showing override names for beahviours in Add Element drop down
Added perception range condition and jogging when too far away from target to bother sneaking
Remade combat AI module graph
Somewhat fixed approaching combat targets
Split up combat AI into a few seperate modules. Put player command related behaviours in their own module, only used by humans
Minor ItemDesire.CanBeFulfilled tweaks
Items/Building and Warmth AI Module tweaks, mostly weighting
Desire creation consistency/tweaks
Fixed Ability:Flee not removing flee flag at end of ActionChain
Desire momentum drain rate is slower for player created Desires
Fixed ActionConstructBuilding not de-registering the Unit as an active builder on break
Desire data assingment fixes
More Desires stuff, partial revert to allow pre-created desires to be directly added
Fixed SetCombatTarget not setting Desire.PlayerCreated correctly
Small eye tweaks. Reintroduced slightly different spec as a test. Made the blink actually proper instead of upside down.
Fixed Humam/Combat missing blackboard read
Fight Common/Combat/Offensive/Fight Goal having a bad condition
BehaviourChainElement generates descriptive text
Updated descriptions for many Abilties and Interactions
Removed the Breeding module from humans
Fixed perception range condition
Editor code was making the panda sad.
Merged from Equip and Stow branch.
When we equip a weapon, that weapon's first (combat) ability is automatically set as active combat ability in Combat+Callbacks.
Replaced some bools with an enum context setup in BeforeEditor
Behaviours can be edited in-line/nested in the AI Designer BehaviourChain view
Added "Equip Weapon In Combat" GoalPlan to the Human/Items AI Module
Edit AI modules settings directly in AI Designer without having to inspect the asset in the regular unity inspector
Assigned new task complete SFX
renamed human_male_damage to human_male_overlay
Reset Unit.Animation params on death, hopefully.
HumanView face overlay hookups for damage, and eye shader mood links
Updated human male view
Some AIDesignerLayout comments for sebov/ptrefall
BehaviourElementEditor twaeks
overlay mesh to child and female
Fixed unresponsive UI in BehaviourChain element drawers when a nested behaviour editor was expanded
Seek Out Attacker blackboard read
updated child and female view models
Fixed territorial animals not returning to territory, the dicks
Unit UI widgets listen for death and fuck off when they should
Fixed DebugTools stats input not correctly calling set methods and thus not invoking stat changed events, wankers
Human overlay materials now hooked up to health properly
Tweaks to unseen attacker repsonse
Restored some accidentally deleted scripts on camera
Removed afformentioned scripts
Done a pass on some unit hostility checks.
Re-wrote DynamicDOF to use the built in unity thing, only with modes and lerping and all that bollocks, scion can get fucked.