200,693 Commits over 4,171 Days - 2.00cph!
fixed incorrect frame rate and end frames on lots of anims
- Added UpgradeDatabase static class
- PlayerStats now applies upgrades when calculating modified stats
Project setting, shader variants
MovementMode AI module tweaks
DSE formatting tweaks
Module rename, Unit DM data fixes
Merged in latest temporal-aa changes; less bugs, sharper results
DecisionMakerTypes renames, added third type for movement mode management
AgentParameters.OnValidate ensures that all DMs are always defined, drawer updates
Split social AI modules into primary and additive modules
Removed SetMovementMode actions from most Abilities (except the new SetMovementX ones)
stone craft sfx added to anim
Added button to sort AI modules by weight in AgentParamters editor/drawer
Updated all Unit.Agent data with new modules for core behaviours and movement mode management
Removed IsHuman field from AnimationParameters
Fixed PickUpItem ACtion creating desires in StartImplementation rather than the OnItemPickedUp callback
loot table adjustments for slightly more infrequent flamethrowers
Cleaned up Desires a bit, fixed a bug that caused incorrect Desires to be created from CraftCommand
Bomb mission now playable, needs UI work
Removed empty animation event from human_anim_craft/human_craft1
Fairly big refactor on ItemDesire.
Probably needs testing a bit.
[SC] Population is now based on combined RCI growth
Combat appears to more or less work now, with some jank still.
Removed un-used Goals/Plans/Selectors from the AI database
Added button to AIDatabaseSettingsEditor to remove unused after find/sort
Moved ItemDesire fulfiment out of the Items component and into a callback in Desires
Actions.CraftItem also creates Desires for newly crafted items
Player kill desires being removed also results in combat target being cleared now.
Blackboard read/write filtering in AIDesigner, can only read/write to Entity type keys in the scope of BC
Tweaks to fleeing calculations
Removed shitty bone finding LINQ from UnitPortaitManager.GetTrackerPortrait
Empty DMs no longer cause all subsequent DMs to be ignored.
Fleeing is back!
UnitPortaitManager processes tracker portrait updates in a queue instead of on demand
Avoid using GameObject.SetActive in potrait manager
fixed the positioning of the scope / flashlight addons for the double barrel shotgun
Removed tick from UnitPortraitManager
Made PlayerController.OnSelectionEmpty more reliable
Random clothes in tribe start WIP (probably bugged due to preview item code)
Fixed bad perception condition in combat module.
Sneaking now decreases visibility.
Connection state enforcement
DebugToolsObject GUI tweaks
UnitViewEditor matrix tweak
Upped the senses range multiplier
Units don't sense themselves.
Senses debug overlay shit
Fixed dead units not creating corpses
PerceivedUnitData.PERCEPTION_COOLDOWN_IN_MINUTES = 15