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

8 Years Ago
convenience method for clearing target, desires etc. when issuing player commands
8 Years Ago
Fuckeries with combat target clearing and interrupting moving to target if there is no longer a kill desire
8 Years Ago
Traps WIP
8 Years Ago
data
8 Years Ago
HasDesireSettings Evaluate overload
8 Years Ago
Added some food and plants for recipes
8 Years Ago
more foods and recipes
8 Years Ago
recipes nom nom
8 Years Ago
- Tribe spawner and controller cleanup - AI tribe in testbox - Bypass player AI unlock conditions for non player-controlled entities
8 Years Ago
More spawner stuff
8 Years Ago
Fire smoke bigger, visible from distance
8 Years Ago
Fixed TribeSpawners spawning twice
8 Years Ago
Don't tick playerController in free cam
8 Years Ago
Dynamic FOV updates model constantly unless set to blend by distance PlayerCamera.ActiveModuleType fix
8 Years Ago
Dynamic DOF distance fix
8 Years Ago
Combat ability debug logging and potential fixes for some combat issues
8 Years Ago
Fixed buildings created from pre-existing views in the scene not being properly set up
8 Years Ago
Fixed bad profiler sample in ItemAttachments Disabled interaction position block check for testing
8 Years Ago
Unrestricted entity selection should work
8 Years Ago
fire should now contribute to threat
8 Years Ago
- Fixed missing EntityComponent persisted data type - Version++
8 Years Ago
Animals are now scared of fire
8 Years Ago
Group diplomacy component boilerplate, components cleanup
8 Years Ago
Diplomacy relations used in hostility checks
8 Years Ago
Save
8 Years Ago
Diplomacy component hooks into entity manager events to create or remove relations data
8 Years Ago
running vox stuff
8 Years Ago
Added "Watch Target" behaviour under common combat module (WIP) No longer remove dead units from their group (testing) Unit DM perception filtering support Conversation topic editor
8 Years Ago
Effects can optionally filter the UnitClass they are applicable to
8 Years Ago
Renamed Omnivore AI Module to be general Food, and put it on all animals
8 Years Ago
Cap mood to 50% when fleeing.
8 Years Ago
When scared / high fear, our mood is affected.
8 Years Ago
Fixed the game
8 Years Ago
apparently I changed Eat Something
8 Years Ago
Added PlayerController debug mode for selection of non player controlled entities again RMB is now interact + radial, LMB is movement and selection Commented out various debug rays in FollowCamera
8 Years Ago
don't flee to origin
8 Years Ago
LMB hold move
8 Years Ago
Fixed bad drawing check in playerController blocking inputs for movement mode while doing LMB hold move
8 Years Ago
Debug panels use new header style
8 Years Ago
Attack target ability, default for hostile units. Hunt is animal only
8 Years Ago
Fixed perception checks not working for units in UDM
8 Years Ago
Combat/General/Observe Threat behaviour tweaks
8 Years Ago
A bit more interesting application of mood change when scared and fleeing.
8 Years Ago
Started cleaning up face target/look at code
8 Years Ago
IK look at angle check
8 Years Ago
Watch target scoring improvements, break conditions
8 Years Ago
Goal plan editor and break condition eval cleanup
8 Years Ago
- Fixed null unit selection in AI Designer - Added WIP Human Territory AI module
8 Years Ago
Cleaning up Senses.CanPerceive overloads
8 Years Ago
Merge from entity smell to main