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

8 Years Ago
Removed DataAssetValidator logging
8 Years Ago
More editor improvements
8 Years Ago
Condition and consideration editor foldouts defaults
8 Years Ago
More
8 Years Ago
More
8 Years Ago
Data save
8 Years Ago
Machine process auto start on deposit is exposed in data, cleaned up editor a bit Added fire lighting behaviour to Human/Warmth module Added WaitRealTime Action Improved selected indicator UI widget icon selection (action, behaviour, target is order of priority)
8 Years Ago
Fixed up/down arrow navigation in data browser not respecting asset groups/sorting
8 Years Ago
Added starting items to UnitSpawner
8 Years Ago
Fixed UnitSpawner created humans not being properly added to the player tribe when the spawner is flagged as player controller Player tribe is created prior to world spawn, so that spawners can use the tribe as their parent group Rejiggling some init order related to triggers and player tribe creation callbacks
8 Years Ago
Player controller clears combat target with every command Fixed ItemContainer.CanDeposit not returning true when weight limits were being used Added custom drawer for ItemContainerParameters ItemContainer data cleanup, restriction modes, positioning options ItemDesire can reference a specific item, fulfillment checks test whether the item is the target of an active behaviour (stops people dropping shit they need) Removed WaitRealtime debug logs
8 Years Ago
Test
8 Years Ago
DSE.Scores sets Decision.PlayerInstigated when the blackboard contains a player created desire. Piped through to GPV, for use in Actions. Deleted Ability.MoveTowardsTarget & SetDestination.GotToAttackRange "player commanded "variants Added testbox_hunting
8 Years Ago
Added IsRequiredAmmunition condition Added Refill Ammo GoalPlan to Human/ItemGathering AI module
8 Years Ago
Editor prefs for wiping save on startup in editor Version++
8 Years Ago
Hints/WhatsNew editor prefs toggle
8 Years Ago
Updated jenkinsfile
8 Years Ago
AI designer persists selected module
8 Years Ago
AI designer null checks
8 Years Ago
UI execution cleanup, reset on load
8 Years Ago
Fixed UIWidget.IsActive NRE
8 Years Ago
Added preferences to delete player prefs on startup, fixed delete save games on startup
8 Years Ago
Some UI fixes
8 Years Ago
People will always drop dispensers before interacting with them (big rocks, corpses, etc)
8 Years Ago
Fixed issue in Unit.Navigation where destination reached callbacks wouldn't fire correctly when the navmesh path is very short Fixed debug spawning opening the radial on click in the game view
8 Years Ago
SFX for herbalism/harvesting
8 Years Ago
missed one
8 Years Ago
Fixed Quiver being wearable Fixed WorldManager cleaning up items it should not Added override layer to animal controller, fixes deer running while held
8 Years Ago
Human controller override layer for carried anim Fixed UnitView ragdoll toggle fucking with physics on nested item views
8 Years Ago
hunting testbox added to menu
8 Years Ago
set IsActive on pickUpEventData when picking up to container
8 Years Ago
Cleaning up animator state tag events, item callbacks
8 Years Ago
Animation state tag logs
8 Years Ago
Animation events crap
8 Years Ago
More
8 Years Ago
More
8 Years Ago
HumanController save
8 Years Ago
Fixed ammo not actually being removed
8 Years Ago
Unit weight tracking is done in the UnitAttachments component Data fixes
8 Years Ago
better flag filtering
8 Years Ago
Fixed missing/bad goal plan ref in human/Hunting module AIDesigner debug logs when things are null when loading graph data
8 Years Ago
Unit decision maker target filtering all goes through the same method, uses a buffer instead of iterating over the source arrays
8 Years Ago
Fuckery
8 Years Ago
Fixed UnitDecisionMaker.FilterEntities skipping over alive units
8 Years Ago
Data (validated all goal plans, adding new fields)
8 Years Ago
Data
8 Years Ago
Fixed issues with unit DM target filtering skipping viable targets due to smart object checks (now flagged in the filter) Fixed WorldManager clenaup NRE Behaviour chain data OnValidate plumbing People should now prefer to hunt targets with injuries, wounds or generally lower health
8 Years Ago
Projectile event improvements, better handling of attachment/physics (hopefully no more spears stuck in rocks) Fixerd AttackUnit action callback NRE
8 Years Ago
let's consider the target's health when selecting a hunting target
8 Years Ago
On second thoughts, let's not do that...