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

8 Years Ago
Tribe tracker hotspot hides behaviour UI Before/UI Masked Image shader supports canvas alpha control (vertex color alpha)
8 Years Ago
Before/UI Masked Icon alpha support
8 Years Ago
Tribe tracker improvements, hotspot tweak Fixed AI overriding player commanded movement speed mode changes Added ActibeBehaviourCondition has "IsPlayerCreated" mode UI hotspot supports optional exit rect UI hotspots clamp mouse position to screen size Radial menut tooltip no longer shows body text
8 Years Ago
Revert BehaviourChain reset call from earlier bug hunting UI fuckery
8 Years Ago
Fixed detail view button not showing over the portrait UI Added machine component debug display
8 Years Ago
Added search to DataBrowserTab Added Stockpile mode to DepositItem Action
8 Years Ago
Machine processes only available when parent entity is usable
8 Years Ago
Updated Unity/NavMeshComponents
8 Years Ago
Fixed campfire machine process improper configuration of item input Fixed some wood log items missing default interactions Removed some debug logs in SmartObject.Unsubscribe Commented out some more PooledList tests that were making my VS angry
8 Years Ago
Navmesh
8 Years Ago
Machine process timing refactoring (using DateTime now for smoother progress in UI)
8 Years Ago
Effect descriptions not cached in editor
8 Years Ago
Data asset names not cached in editor
8 Years Ago
Subtract 9570
8 Years Ago
UnitDesiresWidget activates when a new desire is added, plays animation on the unit portrait
8 Years Ago
Adjust mood level thresholds
8 Years Ago
Establishing a better, readable understanding of failure throughout AI decision making and player command evaluation Added more goal plans for player instigated building AI
8 Years Ago
Fixed bad script name
8 Years Ago
DM events, placeholder UI log for failure to execute AI driven player instigated behaviours
8 Years Ago
More failure explaination
8 Years Ago
Only goal plans flagged with InvokeEventsOnFailure will invoke events on failure.
8 Years Ago
Removed "IsPlayerDesireDriven" flag from GoalSettings, no longer gates GPV construction failure events in UnitDecisionMaker Flagged also goal plans to invoke events by default...
8 Years Ago
8 Years Ago
Added WIP failure UI Added AbilitySettings.ValidTargetTypes; allowing abilities to specify valid target types in data, reducing overhead and when evaluating in DM/PlayerController Fixed Unit.Animation.RemoveAnimationPackage not working
8 Years Ago
Fixed search not showing in data browser tabs that have collapsable groups of assets
8 Years Ago
Fixed desires UI being shit
8 Years Ago
Save
8 Years Ago
Updated post processing
8 Years Ago
Removed "IsPlayerDesireDriven" flag from GoalSettings, no longer gates GPV construction failure events in UnitDecisionMaker Flagged also goal plans to invoke events by default...
8 Years Ago
Tribe trackers use EffectsList
8 Years Ago
Fixed hover animation issue on tribe trackers
8 Years Ago
Commands widget category toggle button sounds
8 Years Ago
SmartObject.CanSubscribe no longer checks for existing subscriptions
8 Years Ago
Removed useless smartobject subscription cleanup from GoalPlanVariantSlot.TrySetGoalPlanVariant
8 Years Ago
Fixed MachineProcess.IsAvailable never being set back to true when the items are removed or used
8 Years Ago
Improved machine process availability checks (cache dependency state)
8 Years Ago
Fixed previous commit
8 Years Ago
Human/Hunting AI module has "Is Sleeping == false" condition Increased momentum drain on idle goal plans
8 Years Ago
Added some debug logging for selected unit subscription changes in SmartObject
8 Years Ago
Colors
8 Years Ago
BehaviourChain.SetActive active returns if CreateInteractionBehaviour fails for any reason
8 Years Ago
Replaced BehaviourChain.CurrentElement property with GetCurrentElement method
8 Years Ago
Fixed shitty code
8 Years Ago
NRE catch in PlayerProgression.OnUnitGoalChanged
8 Years Ago
GoalPlanVariant.SetActive and BehaviourChain.SetActive both return bool, better handling of failure
8 Years Ago
BehaviourChain.Break calls CancelSmartObjectSubscriptions before breaking the currently active behaviour
8 Years Ago
Misc
8 Years Ago
Removed old call to BehaviourChain.CancelSmartObjectSubscriptions
8 Years Ago
CancelSmartObjectSubscriptions should be called consistently from BehaviourChain with respect to IsBroken check. Remove dangling CancelSmartObjectSubscriptions from Agent+Behaviour (from past reservation logic).
8 Years Ago
BehaviourChainElement handles smartObject unsubscription