17,530 Commits over 1,614 Days - 0.45cph!
Hacky PlayerController goal creation test
Removed Momentum from Behaviour, now only carried by GoalPlanVariant
Momentum now part of DecisionPlan rather than GoalPlanVariant, though it's still from GoalPlanVariant that we traverse the momentum tick all the way up to the top goal.
Expose start momentum from Goal Plan Variant, so that we have more options for affecting momentum externally.
StopMomentum when you End a GoalPlanVariant, not when you Copy.
BehaviourChain now holds a reference to the GoalPlanVariant that owns it
PlayerController Goal creation cleanupo
Expose playerGoalMomentum in PlayerController
GoalPlan must be ticked before BehaviourChain, since BehaviourChain has the potential to change the state of Goal Plan Variant.
Skip SmartObjects that are not valid for DM in FindBestInteractionPlanVariant
Fixed campfire sitting crap in TribeStartArea
Unit LookAt fixes, humans now get stuck look at the campfire like idiots
HumanView+IK LookAt tweaks
Fixed potential NRE in BehaviourChain
Some SmartObject/Subscription refactoring, fixes some bugs with subscriptiosn getting stuck, but not super clean
New Bear assets, still very WIP
Nothing really new with human but updated export script and this is the latest export with it.
- WIP DataVisualisation test
- Goal data tweaks
Prevent infinite loop in finding best goal recursively.
Just added a couple more comments to make the application of recursion in FindBestGoal slightly easier to grasp and understand.
More data vis, some Goal data tweaks
Removed duplicate nodes in debug vis, added panning via MMB
Split data vis Node into its own file
Added "Open Visualiser" button to Before Inspector/Before Editor Tab toolbars
-merge with 'tribe_tracking_items'
-tribe now ticks
-tribe checks for items and their quantities amongst all known items, making a list of currently known eligible ItemSettings and their numbers
-CanFindOrCraftTool now checks whether tool is being carried by unit.
doh- forgot to press save in unity
- Unit+Knowledge CraftDesire basics
- Added HasCraftDesiresCondition
- Top level goals skeleton WIP
- Fixed NRE in GoalSettingsEditor
- Added InviteToBreedingGroup Ability/DSE etc
-fixed mmb panning in DataVis
Goals asset listing tweak
Updated some ConditionType and DecisionLayer properties
Fixed DSE Condition/Consideration drawers not applying their filter func on asset query
Data vis layout fuckery, collapsable nodes
Made data node collpase button not shit
Node collapse hides siblings
- Split DataParameters class to its own file,
- Added EffectName field to EffectParameters
Asset save, effect names etc
Added MachineSetingsEditor
EffectSettings.OnTriggerStart uses correct agent.AddEffect overload
BehaviourChain.CreateInteractionBehaviour NRE catch, need to look at why target entity can end up nulled, probably related to issues with SmartObject subscription/reservation
-fixed up freezing effect not triggering
-a DSE empty of conditions/considerations now returns 0
-and a merge