17,530 Commits over 1,614 Days - 0.45cph!
Reverted DecisionScoreEvaluator change
latest bear anims, walk is better but run is a too goofy still. Mesh is updated but still needs work espically including skinning
Added EditorGUILayout.HelpBox custom... help box
Added "empty" DSE error display in DecisionPlanParametersDrawer
Added Empty DSE error box on Goal/GoalPan/BehaviourPlan Settings Data Node inspectors
Un-reverted maurizo's DSE change, DSE now returns 0 when "empty" (having neither Coditions nor Considerations)
Data updates
Added UnitCanFindEntityCondition, a multi-functional filter based knowledge lookup Condition which should cover most use cases
Added DecisionPlan.OverrideParameters, for overriding parameters! :o
Added various Can Find conditions
Numerous other tweaks
Added UnitIsCarryingItemCondition
Stat+Blockable stores StackBlocker, not StatBlockerParameters
Cleaned up CanFindOrCraftToolCondition and IsCarryingRequiredToolCondition
Accounted for DecisionPlan.OverrideParameters in GetBonusFactor in DM, and in the ScoreForDecisionMaking acessor
Data work
Fixed AbilitySettings.BehaviourPlanType not returning Ability as it should have
Unity 5.3.1
Fixed DataNode layout issues
ActionChain refactoring, removed ActionChainData, updated all Actions
Broke things
Added Condition failure debug in DecisionScoreEvaluator
Starving Effect draing health again
Re-organised Conditions script folders into Agent types/generic
Added some Goup Agent specific Conditions (member count)
Added generic EntityCondition type, Added CanFindSuitableAnimal, CanFindWeapon
Added AttackEntity action which updates an Effect template with a new modifier value based on the Attack Power stat, feels like a hack though
Added Unit+Combat partial, doesnt do anything yet (besides store some EffectParameters)
Wolfs should now kill deer and eat the meat. _should_ :3
Small test of Unity's test framework
Dropped StatValueChanged and TimeStatModifier into their own files
DecisionMaker.IsEnabled handling
Removed overridingActionChain from SmartObject
Removed forgetIfInterrupted too
Added CombatEffectParamaters
Reorganised Stat script files as bit, split some nested classes out
CraftDesire tweaks
Improved Group.CanFindSmartObjects with optional required match count param
Improved AssetsOfType
Data
BehaviourGroup cleanup, editor tweaks to support goals and fix DSE params issue
Ported StatLinkerSettings to StatLinkerParameters
Added top level Group Goals
Fixed BehaviourGroup decision maker NRE
Added amplify color LUT pack
NonSerizlied attempts to stop error spam about serialization depth aka fuck you Unity
Misc cleanup, comments, summaries in DM classes
Allow StatMeasurement to target either Current or Normalized value of a RangedStat (Need, Vital etc)
PlayerController refactoring and cleanup
Effect and Trigger organisation/cleanup
EffectParametesDrawer improvements
NestedEditorDrawer supports enum selection of Asset types from abstract base types
fixed human female anims
changed sleep anim to hide eyes
test anims for human run while leaning left and right
removed male prop objects
BehaviourChain.Add assigns element.Behaviour.BehaviourChain
Agent+Goals now checks whether the current goal plan variant is in higher regard than the new one it tries to replace it with.
Removed BehaviourChain Add overload, updated usage in PlayerController to pass a plan instead of a behaviour instance
Assign Behaviour.BehaviourChain in BehaviourChain.CreateInteractionBehaviour/CreateAbilityBehaviour
Fixed compile error in PlayerController
-yam
-assigned collider to rock so it doesn't fall through ground.
Switched human movement blend tree to 2d Freeform Cartesian
Stopped PlayerController calling SmartObject.TrySubscribe
Fix NRE in BeforeEditorTab related to null elements in GoalSettings.ChildGoals
Fixed bad Alive and Sleeping effect values