255,881 Commits over 3,990 Days - 2.67cph!
Updated custom speedtree and custom PBS/Standard shaders to 5.3 (needs shader reimport)
Also some scripts and meta files (from auto 5.3 upgrade)
Replaced atmospheric music 18
▉▅▉▌▋ ▊▉▅▌ ▆▍ '▄▅▇▇ ▉█▅ ▇█▉▇▇▉' ▉█▍▋▍ ▄▆ ▍▊▆▇▉ ▅▋▆▅▌▄ ▄█▍▄█▊▅▊ ▋█▌▅ ( ▉▅▌▄▇ + ▇ )
fixed the unnatural looking spine rotations when the player runs and looks up/down
tweaked several 3rd person attack animations that looked a bit janky
tweaked the run animations
- Expose BaseBehaviourPlanSettings.CompleteAtEndOfChain in BehaviourPlanSettingsEditor
- BBPS.CompleteAtEndOfChain and BBPS.ForgetIfInterrupted default to true
- Updated all Interactions
- Better handling of GPV/BehaviourChain completion and reset
- Clear BCD in BC.Reset
- Added FixedArray.AddRange
Added atmospheric music 19
added more grass and unwrapped to uv 2
added howie's backdrop, added a lot more grass, working on grass shader. repositioned roots so they don't obscure the camera. tweaked court lines normals
Simpler colliders for banners
- Merge from GoalImprovements
- Fixed BehaviourChain DM exemption not working as intened
- Lots of kinda hacky overrides in BehaviourChain for adding behaviors without a Decision
- Unit debug view for current GPV, BehaviourChain, improved ActionChain display
- GoalPlanVariant.IsValid only true if the BehaviourChain count matches settings
Life Stealing special WIP
Fixed minor bug making things not work as intended.
Switched from using a ceiling threshold of previous best decisions this tick to using a previous best decisions memory array, that we make sure we evaluate everything we need, even in cases where score at the same level in the goal hierarchy might score the same where further down into the hierarchy they will score differently. First come, first served.
Removed usage of IComparable<T>, now only using IComparable for make benefit of storing whatever you want in FixedArray
removed blood, battery, note from spawn tables
radial reset of sleeping bags upon spawn (default 50m in all directions)
can no longer throw melee weapons/tools underwater
Removed a now useless fullscreen clear
River-clip/underwater fix
- Branched and more control rework
- More controls refactoring
Ditched GlobalGog; ToD scatter does the job
Merge from Goal Improvements
Fixed fog related water/horizon black line artifacts (for good this time)
Fixed recursive decision making over goals, goal plans and goal plan variants, that we exhaust all our options rather than to not reach a decision.
Fixed some issues with regards to considerations being non-existen or there only being a single consideration in our DSE.
Cleaned up debug in DSE a bit, that it's not as intrusive on the code elegance.
latest data, neck now moved by head controller(can be manually offset)
- Controls purge/cleanup before splitting out to input device classes
- Reduced length of AsteroidToFactory flow
checkin before attempting to change the neck bone for smoother head movements
added dylan's new lifesteal effects to unity project
Updated dungeons with current rock formations progress
- Pass BehaviourPlanData to new Behaviours on creation in DM, and in SmartObject.TrySubscribe
- BCD/BPD tweaks and error avoidance
- Fixed issue with AddCompensationFactorToScore turning scores NaN when a DSE has 0 considerations
- Resourcce.TryHarvest returns bool, outs list of harvested items
- DecisionPlan.ScoreForDecisionMaking returns Parameters property of the same name
Fixed Effect trying to apply stat modifers to Agents that do not have the target Stat
- Editor gui skin, styles, stuff
- Moved some drawers to their own files
- Started making level skins tileset based. WIP
Automated Linux DS Build #81
Automated Linux Build #81