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17,530 Commits over 1,614 Days - 0.45cph!

10 Years Ago
anims for humans using axe using hammer looking at something close looking at something far away rummaging in a bush succeeding doing something
10 Years Ago
rearragned human controller, added human sit anims and tweaked sleep anim flow
10 Years Ago
-fixed up EntityCondition -fixed up CanFindUnbuiltBuilding's data
10 Years Ago
-shortcut (ctrl+alt+x) for decisionlog
10 Years Ago
-FindUnbuiltBuilding checking for Foundation vs Construction
10 Years Ago
"Best" styles for decision log
10 Years Ago
Inspector flags!
10 Years Ago
Very small tweaks
10 Years Ago
-Enityt Condition now supports masks for BuildingStates
10 Years Ago
A little work on DSE logging.
10 Years Ago
Killed some linq in Zone+InfluenceMaps GUI skin stuff for Decision Log
10 Years Ago
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
10 Years Ago
Exposed LookAt offset vector in the LookAt ActionSettings More DecisionLog tinkering
10 Years Ago
LookAt action offset of 0,0.35,0 by default
10 Years Ago
updated run to look better holding an axe
10 Years Ago
Fixed some crap with BeforeInspector view management
10 Years Ago
View management fixes again
10 Years Ago
Tutu wearable prefab fix
10 Years Ago
Defaults tweak on 3 shared item mats.
10 Years Ago
Improved rock weapon. Cleaned unused materials folder.
10 Years Ago
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
10 Years Ago
Fixed CanFindOrCraftToolCondition / IsCarryingRequiredToolCondition being shit
10 Years Ago
Data
10 Years Ago
ActionChains call Break if they are empty
10 Years Ago
Personality stat modifiers are created on Unit init Nuked most personality settings, leaving just Defender and Adventurer types with some basic modifiers
10 Years Ago
Item stuff.
10 Years Ago
Fixed issues with Unit init order
10 Years Ago
Idle Ability tweaks Editor GUI skin decision log GPV fix
10 Years Ago
Spear fix.
10 Years Ago
Fixed bad loop in MachineCanProcessItem Fixed some warnings
10 Years Ago
Spear prefab Nuked old unsused meat prefabs
10 Years Ago
Data changes, should result in less idling and more doing!
10 Years Ago
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.
10 Years Ago
latest
10 Years Ago
humanoid mecanim was doing some horrible stuff to to the rig so updated rig to make it play nicer
10 Years Ago
Serialization depth limit exceeded fixed?
10 Years Ago
changed sleep to use triggerStartSleeping and triggerStopSleeping
10 Years Ago
reenabled grass in the scene
10 Years Ago
Changed sleeping bool actions to new trigger names, updated Sleep effect
10 Years Ago
Disable IK look at while its shit
10 Years Ago
Missed a save
10 Years Ago
somehow female had lost controller so rebuilt
10 Years Ago
Moved/renamed construction test assets
10 Years Ago
proper fix for human female this time
10 Years Ago
Nuked old biome Fixed Berry Bush interaction positions distance
10 Years Ago
Toned down the stone material spec/smoothness
10 Years Ago
-EntityCondition changes to better filter buildings (failed to do fanciness with a generic type method taking an Enum, tho :/ )
10 Years Ago
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
10 Years Ago
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
10 Years Ago
Rigidbody on Unit not kinematic