17,530 Commits over 1,614 Days - 0.45cph!
Added SmartObjectComponentSystem, update free interaction position counts in SmartObjkect.SimTick
Lots of categories on various things
Tweaked Influence on buildings
Territory at target as bonus or consideration for various target filters
Animals should move towards food they can smell if they can't find anything to eat
Improved AssetMenu & AssetList groupings
renaming and summaries of territory related considerations
Target Territory Consideration can now score non Unit targets.
IGrid now has a convenience method for getting value at an Entity's position
People should now abandon a thrown weapon if they can't path to it.
QuadTree getter error logging.
Use PathComplete instead of !PathInvalid for distance Consideration
trap asset has collider and much less verts in the teather
EntityViewUtility.SetupCollider tweaks
Gating UnitView.Update rotation
Fixing people getting stuck rotating to face a target even after the action ends
Moved human territory defend behaviour to combat/defensive module
WIP improvements to human territorial AI
'new game' motif for summer start
hooked up is looking animation to facetarget
move isLooking bool from facetargetsttings to uniview
moved ilsland02 back to build folders, fixed missing map camera
WatchTarget animations in action chain
- UnitView ragdoll rigidbody & collider caching
- Fixed occasional error caused by calling Unit.Navigation.Stop when a Unit is ragdolling
ItemAttachments can attach any entity type
Moved Item.AttachedToITem to BaseEntity
trying to re add turning and sidestep&backpedal when units get pushed
Fixed UnitView.FaceTarget being shit, now tracks targets properly
WatchTarget breaks when the target can no longer be perceievd
Split UnitDecisionMaker into a partial, cleaned up filtering and added pathfinding filter
Fixed data browser tab NRE when using up/down arrow keys to navigate asset listings
Fixed unit ragdoll toggles breaking selection (was caching the root xform trigger)
Fixed missing attachment data for meat and fish
More control over spawners in Zone
testbox_hunting spawners set up to test cooking
Always stop facing target if we move
Cookable things will actually start cooking now
- Moved a bunch of members out of the Items component and into the DespositEntity Action where their only usage lives
- UnitAttachments.AttachedEntities no longer includes Items
Items attached to other items are included in the Unit.Items list
Machine interaction intention generation can optionally specify a target process settings in InteractionSettings
Draft "cook item on fire" interaction
Renamed a bunch of shit
Added a hack that in BehaviourChain.Add that writes entity from intention to blackboard
made getting up from sitting more snappy
Added CookCookableItem Action
Cleaned up Action state handling
LMB up is default interaction, RMB up radial, RMB down default for unit actions (e.g. combat)
Fixed NRE in SetDestinationSettingsEditor
Fix MRE in CacheRagdollTransforms
Fixed NRE in Action.Break
Fixed occasional NavMeshAgent error when using CalculatePath in UnitDecisionMaker
Fixed occasional NRE in SetDestination
GoalPlan break condition debug log is gated by AIManager flag
DepositEntity action detachs items attached to the item being deposited, where applicable
CookCookable machine process overrides RemoveEntity and cleans cookable state
small stick can no longer have items attached to it
Entity debug drawer reflection fuckeries
Removed UnitCanPathfindTo condition