200,157 Commits over 4,140 Days - 2.01cph!
Converting layers to static defines
Fixed rockets not dying after exploding
Fixed rockets not dying after exploding
Added a test in CanAttach that says IsAttackmentPointValid, rather than to expect any dictionary lookup will result in a valid value.
A few tweaks to Maslow levels for Interaction + tweaked so distance yield less score.
Don't lower torch viewmodel right into the line of sight when running while it's lit
Split BeforeEditor in partials and improved tab handling
user persistance unit test
user persistance unit test
Changing shader load order
user persistance unit test
Forcing a network++ because servers aren't updating and then blaming us for their clients crashing
Tweaking some texture sizes
-merge with main
-little fix on unity+sound
-FOV displayed with candlelight
BeforeEditor DM data assets tweaks
Added BeforeDebug window, with basic unit attribute display for now
Fixed blueprints not loading proper
finished the animations and sounds for the bone club viewmodel
Fixed so we can change DecisionMakerSetting TickRate at runtime.
Entity debugger tweaks, displaying Agent.DecisionMaker.CurrentDecisions list
- BeforeDebug now prints out Decision Score as well.
- Decision now sets TimeNow when we reuse an old instance to set new data.
- Twealed down Maslow Type bonus massively, to make results more readable.
Player Controller can now set the initial momentum on subscription to a smart object.
Momentum now diminish per tick based on a Drain Rate, rather than a Drain Time... meaning that higher starting momentum will result in longer drain time (when drain rate stays constant).
Decision Context now knows whether Myself is a Unit or not.
- Added a consideration IsItemHeld.
- Added the DSE Drop Item
- Added a comment text area to DSEs. The intention of the consideration list can be hard to desipher without a text to guide it.
- Misc...
Misc tweaks related to DM.
- The evaluation of picking something up now considers whether we're already holding it.
- An interaction can now be flagged such that it will be ignored for decision making. Both at runtime and in data.
Added footsteps. Added drop detection in UI. Started to add in hitbox system.
Tweaked moon brightness at day and night
Improved hill noise
Added bigger bushes to the arid biome
Added hills and mountains to the arid biome
Improved splat mapping and color tinting in the arid biome
Improved splat mapping in forests
Added colliders to airfield warehouse and metal building
Removed tiny invisible colliders around the big powerline poles
Increased brightness of the stars (lost in tonemapping)
Tweaked moon brightness some more
Added rockball breakup effect
tweaked forcefield shaders so they blend in and out better. added fade in, idle and fade out animations with controller.
Adjustments to make it easier to hit rock ball special
Added SetKnownSmartObjects(IEnumerable<SmartObject> smart_objects) to DecisionMaker
Switched forcefield to prefab
Data Editor/Entity View tweaks and improvements
Added name override for interactions, exposed InteractionName property which returns either the name override or a formatted asset name
Interactions shown in the radial menu now read better (showing item name, etc)
-units now also 'see' smartobjects (items,resources,buildings)
-they remember SOs they saw for some hours (currently 6) after which they forget.
-perceived SOs are being passed from Unit, on to the agent.
Merged from ZoneResources
added new cartoony fog to swamp court