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

9 Years Ago
Compile fixes
9 Years Ago
Unit Navigation avoidance prority/data exposure test
9 Years Ago
Rebaked island1 navmesh
9 Years Ago
Fixed entity names being fucked.
9 Years Ago
Navigation.Tick returns early if we're not moving, to save setting stat values etc when we dont need to Navigation.TrySetDestination directly calculates a path and calls SetPath instead, as a test (seems to improve repsonsiveness with larger agent numbers)
9 Years Ago
island1 save
9 Years Ago
Removed some candlight plugin stuff, nuked UnitViewEditor
9 Years Ago
Can't pick up decayed corpses.
9 Years Ago
Hiding some options from Menu UI because they're buggy because Unity reasons?
9 Years Ago
UI tweaks
9 Years Ago
Minor Senses.SimTick TimeManager.DateTime usage optimisation Cleaned up some un-used members in FixedArray UnitView backing field cache of Unit ref EntityManager ticks EntityComponentSystems via a coroutine
9 Years Ago
greatly increased wake up noise threshold in an attempt to stop fuckers from waking up all the time
9 Years Ago
finally got this merge working, new bushes and a human controller bug fix, and something with the yams and garlic IDK what
9 Years Ago
fixed incorrect leaf texture assignment
9 Years Ago
Restored old EntityManager tick flow, commented out coroutine setup for testing
9 Years Ago
InfluenceComponentSystem.SecondsPerSimTick increased to 30 from 10 Goal.Craft's DSE uses Craft Desire Weight as bonus
9 Years Ago
Layout thing
9 Years Ago
hunting music stuff
9 Years Ago
added collider to berry bush
9 Years Ago
added interaction positions to berry bush so you can interact with it
9 Years Ago
Added UnitCollections gizmos drawing + toggle to DebugTools/DebugToolsObject Addded DSE validation that spams the console about missing Considerations (currently harmless, does not affect DM logic at runtime) Updated DSE drawer so that it longer validates selector dependencies when filtering re-orderable list asset choices, instead we print Blackboard read requirements Added SelectorSettings.BlackboardReadKeys property Removed old DecisionPlanParametersDrawer
9 Years Ago
Missing delete
9 Years Ago
hunting chase music stuff again
9 Years Ago
hunting music fade in
9 Years Ago
Unit collections can elect a Unit to defer all Senses processing to...
9 Years Ago
Cleaning up unit collection assets and data, all animal collections now used deferred Senses
9 Years Ago
Knowledge fuckery and entity debug tab improvement.
9 Years Ago
people can't become tired when asleep
9 Years Ago
Relying on assumption of perception data keys in Senses test routines because performance maybe ;x Senses raycast origin, grid position and distance check origin uses collection when Unit is Senses elect
9 Years Ago
AI Designer no longer displays GoalPlan list in Goal editor DSE data zero consideration validation/flag
9 Years Ago
GoalPlan momentum tick is now on game minute, not sim tick, managed by AgentComponentSystem. Debug rejigging
9 Years Ago
Added a new way of finding the radius of a unit collection that first finds the Bounds of the collection, then use that to get the radius via extents magnitude.
9 Years Ago
Let's display the editor error when considerations list is not expanded too.
9 Years Ago
Considerations on some combat related DSEs Added ConsiderationSettingsWrapper.InvertResponseCurve and hookups
9 Years Ago
A wee bit of consideration adding in Breeding Instigation AI.
9 Years Ago
Refactored ResponseCurve to support inverse internally.
9 Years Ago
combat music edit
9 Years Ago
Renamed RemoveUnitTag to RemoveUnitFlag because that's actually what it does Hooked up consideration response invert to editor drawer Removed some consideration assets that are no longer needed as a result of the wrapper level invert Did a bunch of reflection in DataAsset.GetReferences Goals and GoalPlans can flag their DSE as "allowed no considerations", mostly for player instigated AI (this disables warnings and validation)
9 Years Ago
AI Modules can be disabled on the asset level Disabled breeding and collaboration related modules
9 Years Ago
may have fixed people sleeping standing up
9 Years Ago
Editor tags
9 Years Ago
Commenting out some reflection fuckery that I bokred
9 Years Ago
More fuckery
9 Years Ago
Added inverse mood stat consideration to Decline Breeding Social Invitation. Added a "inverse" hint in the list of considerations displayed on nodes in the AI Designer.
9 Years Ago
Energy consideration added to Common - Collaborations in AI Designer.
9 Years Ago
tweaking with sleep AI so people sleep and wake up at reasonable times
9 Years Ago
Added Stamina consideration to Attack (Human) goal plan in Common - Combat - Attacking (though how is this Human specific?)
9 Years Ago
Renamed GoalPlan.Attack(Human) to GoalPlan.Attack (since it's used in Common - Combat - Attack module). Added Stamina consideration to Common - Combat - Defensive module.
9 Years Ago
Added Stamina consideration to Flight goal in Common - Combat - General. Manage Targets and Clear Combat Target nodes now has "Allow No Considerations" ticked in Common - Combat - General.
9 Years Ago
All Goals and Goal Plans in Common - Movement Mode module now has Allow for no considerations ticked.