199,995 Commits over 4,140 Days - 2.01cph!
UI prefab save, fixed missed icon ref in animations
Emotes not longer disabled by item pickup... (may result in some funky object clipping with certain animations)
EmoteSettings.Priority range field attribute
Removed AlwaysWin Condition
Added ChanceCondition
Added some icons to a few abiltiies that were missing them
Added Canivore hunting AI perpcetion checks
Emotes AI goal uses 50% chance condition to make it a little less constant
Reduced Desire activity notification spam by only notifying on intial creation of unfilled desires
Unti info widget never displays empty string, only displays desire text for unfulfilled desires
Don't generate notifications for any fulfilled desires
Debug tools perception tweaks
Skill verbs in StatsUtility
Renamed some Skills
VectorUtility GetRandomInsideRadius optionally includes a GetGroundHeight call
Morale.GetFleeDestination uses above ext method, increased radius
Removed TotalThreatConsideration and it's single usage in "Animal/Territory/Return To Territory" AI
Removed DecorScale and DecorRotate from the berry bush prefab (bad petur)
Removed decor scale/rotate components from fruitbush source prefabs
Items component should be ready for Equip and Stow now.
Animations SwitchBackL and SwitchBackR got an animation event added.
Items Component now hooks up to above mentioned animation events.
Items Component now fires the triggers for the above mentioned animation events when Equip / Stow actions occur.
Equip Carried Item Ability added.
Stow Equipped Item Ability added.
Human Items AI Module now has a plan for equipping and stowing weapons (the Behaviour Chain Selector remain before I hook it up to the Equip Carried Item Ability)
Added more profiling
Fixed xp over-categorization
Limited max item owners (lots and lots of owners creating lag)
Don't send item owners for world items
Updated XP database schema to be less write/serialize heavy
Increased pool size
Removed graph settings in AI designer, best values are hardcoded now, only sidebar width is exposed
Moar work on equip and stow item management. Not quite working yet. Almost there.
Unit+Info GetSkillLevelText grammar fix
Trim item owner count on load
Optimized how owners are serialized
More profiling
Allow Bow to be held (item filter).
Moved UnitCollection creation into a method, made code more readable, fixed threat level not being calcuated at the right point
Fixed AIDesigner showing override names for beahviours in Add Element drop down
Added perception range condition and jogging when too far away from target to bother sneaking
Working on getting Unit to properly feel threatened when it should. Not quite there yet...
Remade combat AI module graph
More work on item management. Feels like this should really be something we deal with in parallel to a lot of other shit. Still 'Feel Threatened' doesn't behave just the way I'd prefer, but slightly better, perhaps...
Somewhat fixed approaching combat targets
Starting to get some decent results.
Some more assets got saved when I exited Unity.
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Automated Linux Build #380
Automated Windows Build #380
Split up combat AI into a few seperate modules. Put player command related behaviours in their own module, only used by humans
Minor ItemDesire.CanBeFulfilled tweaks