17,530 Commits over 1,614 Days - 0.45cph!
Comment out unit angular velocity shit until I have time to make it good
Rocks are no longer consumable
http://files.facepunch.com/petur/2016/January/09/w.gif
Added global AI (specifically just decision making) toggle in AgentManager, exposed on the debug window Settings tab.
Decision log can be disabled (in both the decision log window and the debug settings tab)
Something something just cliffsidethings.jpg
Added scaling options to entity view prefabs via new EntityViewPrefab holder class derived from WeightObject, lacks editor integration for now.
Updated TOD
Data vis twaeks
Deleted some old/crap goals/goal plans
Cherrypicking/reverting data vis tweaks
Removed BehaviourPlanData, InteractionPlan now stores InteractionPlanData to serve the same purpose, old usage (crafting) should instead use Intentions when we re-implement the feature
Added some EntityConditionFilter result caching/blackboarding in Group+Knowledge
Foreach killing in GroupManager
Deleted UnitCanFindCraftingItems consideration
Deleted UnitCanFindItemOfType condition (replaced by UnitCanFindEntityCondition)
EC filter tweaks, nuking yet more old con types
Expanding Unit+Desires system to support a generic ItemDesire type
More desires and ECF tinkering, NRE catchers (+ warnigns) in DSE constructor
Added "sort by decision weight" button to GoalSettingsEditor, which does that
UnitCanFindEntityCondition will create a new ItemDesire when it can't find the requested item (provided Id filter is present)
Build Goals re-organisation
ItemDesire files
Added terrain specular gloss control per-splat (requested by Petur)
Updated shaders to 5.3.1; added normal encoding aware deferred reflection shader override
Merged in speedtree shader fixes from Rust
Merged in water2 updates from Rust (wip; global fog support pending)
Added initial fog support for transparent surfaces (shader mods later)
Changed sky dome probe reflection culling mask on TOD profiles to sky-only (was breaking water refls)
Updated ocean mesh with more border rings, ring spacing modifications for higher distant fog accuracy
Added support for global fog in water and rivers for more seamless integration
Touched ocean and river shaders.
Fixed river shader going over interpolator limit
Ported Desires to Agent+Desires
ItemDesires no longer have a quantity property, simplifying desire management somewhat
Work in progress on generalizing DM goal processing a bit.
CreateBehaviourGroup tweak
Agent DM execution management tweaks
Removed BehaviourGroupConsideration
Desire.IsFulfilled in favor of a crappy update method
TOD prefab + default XML reflection cubemap masking fix
Added Ground layer to TOD reflection mask
TOD/Water tweaks
Added Petur's Auroras back into the SkyDome prefab, upated the shader with more exposed values, re-scaled the asset and split it into several submeshes
EntityView scale fix
re-export of all human data to go with new rig (unfortunatly not polish work yet)
setup wolf deeer and bear to use a generic animal controller with overrides, *warning* building properly with tools will probably revert to old controller
missed these in lasts checkin
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon
Renamed CanFindOrCraftTool to CanFindRequiredTool condition, also removed the crafting items check
Fixed water hot reloading errors
Updated amplify motion to v1.7.1
Water specular and smoothness control (doesn't affect SSR)
Made Desire system generic, adding params classes for data exposure
Added a DesireFilter system used in DesireCondition
Exposed DecisionLayer and ConditionType data as readonly fields in Condition & Consideration Editors
Bulk action rename
Data save
Fixed Agents not ticking DM
Fixed DecisionContext not reigstering Desire requests properly
DSE runs AddAgentDesires when exiting early due to Condtion eval failure
Agen.AddDesire checks for existing desires (params id comparison)