branchbefore/maincancel

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

10 Years Ago
Fixed water foam
10 Years Ago
Removed unused params in river shader
10 Years Ago
Some data tweaks to get fire related goals working again
10 Years Ago
Added EntityComponent filtering to EntityCondition Cleaned up Machine/MachineProcess a bit Lots of data changes Fixed bad skin update stuff in BuidingView Goals data
10 Years Ago
Fixing some condition data brokeny refactor
10 Years Ago
Machine conditions can check if the required process is running, available Fixed UCFEC not applying entity component filters correctly
10 Years Ago
Asset save
10 Years Ago
10 Years Ago
Goals data
10 Years Ago
-camera keeps moving when orbiting while following
10 Years Ago
-formatting fix
10 Years Ago
-condition for hasRequiredTool (not yet implementing desires) -some reordering of goals+plans for building -decision log starts up with logging enabled -readded filtering by state for buildings in entitycondition.
10 Years Ago
-removed HasRequiredToolCondition
10 Years Ago
Building 3 plan structure (data incoming)
10 Years Ago
Fixing some EntityCondition data
10 Years Ago
IsSuitableAnimal
10 Years Ago
Added CanFindAnyMaterialsForBuilding condition type, which checks whether a Unit can find (either/or) any materials on the Building's requirements list, or Resources that can provide any of those required items Refactored Building quite a bit
10 Years Ago
Asset save
10 Years Ago
Removed desire creation from CanFindBuildingMaterials (renamed)
10 Years Ago
Exposed minimum interaction distance in ItemViewEditor, also set default to 0.5 units PickDesire action calls new Agent.SetActiveDesire method, passing in a filter defined in the action settings
10 Years Ago
Set all item views to 0.5 min interaction distance
10 Years Ago
Ported over new SSAO implementation from Rust
10 Years Ago
BCD properties, StoreTarget mapping via enum
10 Years Ago
Amplify Occlusion added to player camera but disabled because errors Ocean tweaks, foam textures
10 Years Ago
/meshes/edibles
10 Years Ago
Fixed missing edibles and renamed some things.
10 Years Ago
Missing files.
10 Years Ago
Moved shaders to Content/Shaders and replaced paths in shaders that used it BehaviourChainData property mapping exposed to data There may be bugs
10 Years Ago
Added missing Encoding.cginc dependency for occlusion
10 Years Ago
checking in because I need to dirty all assets
10 Years Ago
Re-organised Content/Items into category folders Amplify AO prefab settings
10 Years Ago
Improved/standardised read/write to BehaviourChainData, updated all GoalPlan BCs (with help from mau)
10 Years Ago
this should fix the females shoulders being in the same place as the males and looking odd, female uses its own avatar instead of the male, it might need tools updated to build correct avatar to asset
10 Years Ago
-DecisionLog starts up with logging enabled, and automatically disables it on close too
10 Years Ago
Should fix GC in UDM (moved decision delegate to a method rather than a silly evil closure) DSE only generates logging data when the DecisionContext.Myself.Agent is the selected for debug
10 Years Ago
Biome re-organisation
10 Years Ago
NRE catch in SpawnHandler
10 Years Ago
Item scale.
10 Years Ago
More foods.
10 Years Ago
Nutritional values derived from real kcal.
10 Years Ago
Speedtree billboard shadows
10 Years Ago
Behaviour chain DM filtering expansion, allows for filtering by entity type, ID and now testing against a filter specific to BCD data from preceding elements
10 Years Ago
Asset save
10 Years Ago
Data : People now gather resources for unbuilt buildings, they will also find tools and construct the buildings once all resources have been deposited to the stockpile. Code : Added "IsRequiredToolForBuilding" to the BehaviourChainBuildingFilterSet, which allows us to filter for Items that match the ID of the Building's required tool, accessed from BCD.
10 Years Ago
Some ActionChain refactoring, exposing behaviour, target and data through properties rather than drilling up into the AC from Action Fixed Action HarvestResource not having a target
10 Years Ago
Fixed items not having colliders Some combat related tinkering, AttackEntity action tests Fixed EntityCondition item filtering not working as intended Fixed (potentially) some bugs in Unit movement related actions, callbacks etc
10 Years Ago
Refactored Stat+Modifiable and Tickable partials to use FixedArray for grouping modifiers by order
10 Years Ago
Refactored Stat+Modifiable quite a lot, no longer using events to deal with modifiers of different types being added or removed to the stat, instead it's all done within the Modifiable partial Renamed Stat+Tickable to Stat+Tick, now simply handles ticking! Added a "Change" type to StatModifierType, essentially ignored by most of the stat modifier system, instead on Add it just changes the stat's currentvalue (base) by whatever Value is defined in the StatModifierSettings Fixed AddUnitFlag not working Minor Effect stat mangement refactor for better clarify WeaponParams boilerplate for weapon specific effects, stat driven damage and range limitations Fixed some Effects adding the wrong flags
10 Years Ago
10 Years Ago
Re-instated individual Agent ability storage, added IsGlobal flag to BaseBehaviourSettings (lazy because I don't want to cast to AbilitySettings at runtime...) More Weapons data/boilerplate