17,530 Commits over 1,614 Days - 0.45cph!
First draft over TOD Consideration. It takes a peak hour and a time range to define what score to return.
Idle Behaviours should be able to trigger even when there's no other decisions to be made...
Test for null when evaluating for idle behaviours.
...and Decision Context should allow Target be null in calcualting bonus factor.
-Finding safest spot consideration in, working a bit with humans vs bears in smartobject_test
-merge with all previous stuffs
Fixed a couple presumtions in Before Debug Object.
-pleasing the bill (removed commented code, and comment that tells you when the movetosafety action fires, added a useful/explainative commit message).
Yet another NRE triggered in Before Debug Tab.
island changes, spawn changes, BMO init fix
-re-added material to projector, IM debug should now work +merge
Trait picker UI respects compatibility, appends cost and compatiblity messages to tooltip text
Optionally hide stat manipulations from tooltips/other UI
store interaction settings in ResourceItemSettings
added GoToRandomSpot to test less safety focused idle movement actions
nuked some old scenes
added a randomised timer to agent idle DM
idle movement improvements, DM idle eval tick moved to method, idle behaviour eval tick delay randomised
add count check to Agent+Effectsd AddEffect ()
remove debug box from random spot action
resource interaction tweak
moved fruit bush to their own spawn
-wandering is now safe aware.
HarvestResource re-write
Resources now dispense all of the target resource on harvest
remove debugbox from GoToRandomSpot
zone IM lazy map creation and better init
temp hack to stop player giving sleeping or dead units commands
Added HasEffect Condition, AgentEffect Trigger
player commands wake up units
DM tick fixes, Agent IsActive false on unit death
Changed SleepTime Consideration curve to ensure it hits 0 response on 0 score.
Changed SleepScore DSE to make SleepTime have a contribution of 1.
Organising scripts a bit
Skill and Ability boilerplate + editor support
Added BehaviourPlan, BehaviourPlanSettings
More cleanup and tweaks
Added Skill.Archery and Ability.ShootBow
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Fixed Unit.FindClosestNavmeshPosition not working
All movement related actions now call the correct SetDestination(Vector3 position, IAction source_action) method to register callbacks
Actually fixed the potential crash related to navmesh position sampling
native non-adaptive tonempping renabled until something nice gets configured
updating third party stuffs
5.2f1
Human rig fixes and anim controller tweaks (begone, ice skating cave people)
First draft of the underlying Stat framework that will drive Attributes and Skills (Not yet integrated with Attributes or Skills).