201,578 Commits over 4,171 Days - 2.01cph!
Added Stamina consideration to Flight goal in Common - Combat - General.
Manage Targets and Clear Combat Target nodes now has "Allow No Considerations" ticked in Common - Combat - General.
All Goals and Goal Plans in Common - Movement Mode module now has Allow for no considerations ticked.
Energy considerations added to Common - Stamina module (more likely to recover stamina with higher energy).
Ticked "Allow no considerations" for all goal plans in Human - Building module, since they're either player commanded or picked based on careful condition flagging.
Evaluation Target for considerations is now shown on the node summary as [s] for self and [t] for target.
Added Mood considerations to Human - Collaborations - Social module.
You're now more likely to take the initiative for collaborations if your mood is high.
You're now more likely to start a conversation if your target's mood is high.
You're now more likely to give someone a hug if your target's mood is low.
Removed Energy considerations from Common - Collaborations module, since this is more of a "manage collaborations" module, I ticked "Allow no considerations" for it instead, that we rather let the collaboration inititiative modules take care of the consideration scoring.
Recyclers in radtowns are immortal
Fixed the AI Designer being broken af
Merge from goalplan_fallbacks
Fixed a bunch of module data that got fucked due a field rename that unity refused migrate via FormerlySerializedAs ;\
Removed [s]/[t] prefix from GoalPlan node consideration display
Minor goal plan attribute fix
WIP possibility to set default interactions on dispensers
Still testing to get it buttery smooth...
Connecting drivers to vehicles
Vehicles are no longer NetworkPlayers, just network entities
Basic entering and exiting vehicles working. Exiting vehicle boots player but camera doesn't follow correctly yet.
Fix for debug capsule visuals
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
Fixes. The check for space to exit a vehicle is working correctly now.
Missed one file in previous comit apparently
Fixed for errors in CLIENT/SERVER only modes
not sure why this was changed
* Added vgui/gradient-l.vmt
Automated Windows Build #440
Added a warning when setting Target as the evaluation target in considerations, since we should only evaluate Target in Behaviour Chain. Not a perfect solution, but better than nothing :-)
Automated Linux DS Build #440
Decision layer assigned through DSE data constructor, Conditions/Considerations drawers contextual awareness stuff.
Removed DecisionLayer field attribute
Player model footsteps refresh their player reference when taken from the pool (fixes issue with pool.player_model enabled)
GoalPlan BehaviourChains can now be edited in the GoalPlanSettingsEditor, not only the AI designer
Scripts organisation
made TOD lighting a lot better on beep city 2 scene
Blackboard key usage display in GoalPlanSettingsEditor
tweaked ambient so it is less orange at 11.6
Updated paint UI
Added colour swatch prefabs
Fixed moon rendering black to reflection probe
Just need to smooth character out a bit more but this works awesome.
Blackboard key usage injected from module data heirarchy when editing a GoalPlan in the AI Designer
AI Designer layout improvements
Cave_large_hard end
Adding Cave_large_sewers_hard files wip
Default Interactions now use a GenericMenu
Added building interactions to possible default interactions.
Right click on a building under construction will create a desire to build said building.
Better vehicle enter/exit support in separate Client/Server mode