17,530 Commits over 1,614 Days - 0.45cph!
anims for humans
using axe
using hammer
looking at something close
looking at something far away
rummaging in a bush
succeeding doing something
rearragned human controller, added human sit anims and tweaked sleep anim flow
-fixed up EntityCondition
-fixed up CanFindUnbuiltBuilding's data
-shortcut (ctrl+alt+x) for decisionlog
-FindUnbuiltBuilding checking for Foundation vs Construction
"Best" styles for decision log
-Enityt Condition now supports masks for BuildingStates
A little work on DSE logging.
Killed some linq in Zone+InfluenceMaps
GUI skin stuff for Decision Log
humans chop trees
axe appears in hands with no offset needed
item template fbx provided to make future item setup easier, if they are both the editor at 0,0,0 and the item is in the hand it should be fine
Exposed LookAt offset vector in the LookAt ActionSettings
More DecisionLog tinkering
LookAt action offset of 0,0.35,0 by default
updated run to look better holding an axe
Fixed some crap with BeforeInspector view management
View management fixes again
Defaults tweak on 3 shared item mats.
Improved rock weapon. Cleaned unused materials folder.
Replaced SetUnitFlag Action with AddUnitFlag/RemoveUnitFlag
Added SitDown idle ability, which applies the Resting flag and triggers the Resting Effect
Added search and filtering to DecisionLog
Fixed CanFindOrCraftToolCondition / IsCarryingRequiredToolCondition being shit
ActionChains call Break if they are empty
Personality stat modifiers are created on Unit init
Nuked most personality settings, leaving just Defender and Adventurer types with some basic modifiers
Fixed issues with Unit init order
Idle Ability tweaks
Editor GUI skin decision log GPV fix
Fixed bad loop in MachineCanProcessItem
Fixed some warnings
Spear prefab
Nuked old unsused meat prefabs
Data changes, should result in less idling and more doing!
Noticed in decision debug log that our Best GPV always scored 0, so went in and fixed that. Now their DecisionScore property will return the correct score.
humanoid mecanim was doing some horrible stuff to to the rig so updated rig to make it play nicer
Serialization depth limit exceeded fixed?
changed sleep to use triggerStartSleeping and triggerStopSleeping
reenabled grass in the scene
Changed sleeping bool actions to new trigger names, updated Sleep effect
Disable IK look at while its shit
somehow female had lost controller so rebuilt
Moved/renamed construction test assets
proper fix for human female this time
Nuked old biome
Fixed Berry Bush interaction positions distance
Toned down the stone material spec/smoothness
-EntityCondition changes to better filter buildings (failed to do fanciness with a generic type method taking an Enum, tho :/ )
Unit movement now uses a callback from the animator state, to allow better control over animation in/out stuff
Updated all anim controllers with new "triggerMovement" trigger and UnitMovement behaviour on their Movement state
Changes to Unit.TrySetDestination/SetDestination to play nice with the above changes
SkyDome cubemap settings improved in prefab/todDefault.xml
Added AI toggle to the unit debug view
Added example override controller in Units/Animals folder
A lorra lorra data changes
AI no longer re-enables itself (unit flagging doesnt disable DM anymore, instead we rely on conditions to stop sleeping units making decisions)
More unit movement tweaks, feeding angular velocity into the animator, lerping angular speed on the navmesh agent based on current speed
Rigidbody on Unit not kinematic