17,530 Commits over 1,614 Days - 0.45cph!
UDM filtering skips over BaseEntity.IsUsable == false
More debug fuckeries
Removed UnitSpawner context menu (use Animal or Tribe)
Fixed AnimalSpawner not calling base.OnValidate
UnitView rotation doesnt set animator "IsTurning" until we've actually started turning
Fixed various items having wrong attachment points (caused by earlier enum re-ordering)
Sort components drawers in EntityDebugDrawer
Foldout for decision makers in Agent debug drawer
AttackUnit action safety break/end by testing Unit.Combat.IsAttacking flag
GPV logs player instigated
DSE player instigation debug help
Combat Ability changing now handled independently of moving towards target
Senses non-unit entity LOS check has a slightly vertical offset to avoid bad ground hits
UDM only filters BaseEntity.IsUsable for items
giving up trying to make animals turn be good for now
Senses LOS check no longer includes Buildings layer
Conditions.HasDesireSettings writes to blackboard
Fixed waiting for a thrown weapon when we shouldn't
Blackboard.Copy updates keystate cache
- Fixed GoalPlanVariant.IsPlayerInstigated not being properly set
- Agent.TrySetCurrentGoalPlanVariant considers player instigation equal to player commanded (break active behaviour if the incoming GPV is either, skip score comparison)
Combat State added to debug
Player instigated behaviour only overrides autonomous behaviour
Various Activity related refucktoring
Fixed Combat.OnFlagRemoved not actually checking the fucking flag like a prick
Fixed shitty activity data mapping stuff
Fixed missing data in Activity
Activity data retrieved after creation, not in base constructor
tribe combat activity now has a creator and thus triggers the trigger correctly
UnitSpawner no longer abstract because unity was triggered
PlayerProgression AI unlock activity tweak
TribeActivity creation tidy up
- Fixed bad rotations from SetDestination face target call
- Fixed wood log attachment offsets
- Improved fire FX
- UDM filtering profile hooks
- Weather FX and sound fixes/improvements
- Added Storm weather, lightning FX via new RandomFXSpawner (WIP)
- Audio manager pooling stores default reference source for each type and sets common values to default when returned to pool
- Added Navigation debug logs
Let's not play audio for RandomFXSpawner FX if it doesn't actually have audio
DataAsset logging methods, debug string prefix cleanup
Actions.SetCombatTarget uses Blackboard.Get, logs failure
Replaced all external blackboard[] usage with .Get method
Fixed Blackboard.Copy not working. Removed stupid keystates thing
Fixed PlayerController move commands being sent twice
More blackboard copy fuckery
Removal of excess best combat ability selectors
Fixed game state trigger not working
- Biome colors, mat lib, TOD tweaks
- Exposed scaling options for Resource views in editor
Island02 AI camp improvements