199,209 Commits over 4,140 Days - 2.00cph!
Added skill gain to attacking and damage modification of melee attacks.
Fixed a list being serialized when it shouldn't.
Combat now calculates chance to hit.
Automated Windows Build #317
Automated Linux DS Build #317
ConsiderationSettingsEditor tweak
Started working on new AI Debugger. Ported in Entity Stats/Behaviours and Decision Log display
Added module filtering to the decision log
Removed old DecisionLog window
Cleaned up decision logging in DSE
IsAttackingMe Condition potential fix
Ability.PickBestAttackerToFight DSE tweaks, no longer scores using inverse target health, instead runs threat and inverse target health as bonus considerations
Reorderable list menus don't show type for group children
Reorderable list menus tweaks
Editor scripts cleanup/renames
Fixed an infinite loop when trying to display the Game Over screen.
Fixed P2P packets sometimes being sent to the wrong packet handler/net channel
Removed all P2P-related code from Linux DS builds (doesn't do anything on windows, but it's there)
Automated Linux Build #318
Automated Windows Build #318
Automated Linux DS Build #318
Added in combat ability selector (not actually used yet).
Combat component now keeps a list of all available abilities which it updates upon picking up or dropping a weapon.
Blackboard.Write() is throwing a weird NRE
GameUI TODO re Ability decisions
Assets that didn't get saved because I'm a noob...
Added Combat mode to SetDestination Action, replaced with new action in AttackUnit
Removed Blackboard.ContainsKey() method.
SetDestination Combat mode fallback when no combat ability data is available from blackboard
Write CombatAbilityParameters to BCD
BCD reset, SetDestination change
Added a combat miss event.
AttackUnit now calls Combat.TryAttackTarget directly, passing in a callback fired after an attack speed gate.
Assign Combat.ActiveCombatAbility internally
Handle combat ability fallback internally
Removed target death listener from AttackUnit
Combat damage calculation is actually correct now.
More fixing of combat damage calculations and tidying up.
Tweaked animator and combat base distance to make attacking happen more immediately.
Added SelectBestFindDesire Selector, tweaked Crafting AI module
Fixed DecisionContext not nullifying GoalPlan on reset
Stats udate (added stats for Warthog to the spreadsheet)
Decision log entity listing fix
baked out all assets and addet to marmoset toolbag. some assets need a rebake, but system is set up now