241,176 Commits over 3,867 Days - 2.60cph!
Merged from Equip and Stow branch.
Fixed data parameter id collision between stow equipped item and jog to sneaking range (goal plans).
We now use Guid to generate a random number for the next data parameter id (and downgrade that 128bit number to 32bit for now...)
Editor code was making the panda sad.
Fixed perception range condition
BehaviourChainElement generates descriptive text
Updated descriptions for many Abilties and Interactions
Removed the Breeding module from humans
Yet another merge from main
Fight Common/Combat/Offensive/Fight Goal having a bad condition
Fixed Humam/Combat missing blackboard read
- Area definitions can now specify the order they're played in
- game now actually plays the areas in order, not just the hardcoded one
Automated Linux DS Build #381
Automated Windows Build #381
Small eye tweaks. Reintroduced slightly different spec as a test. Made the blink actually proper instead of upside down.
Automated Linux Build #381
* Moved "%s has Door model (%s) with no door_options!" to developer 1 + Tiny GitSync + Updated backgrounds
Fixed SetCombatTarget not setting Desire.PlayerCreated correctly
FOR FUCK SAKE asteroid adding collision/minimap
FOR FUCK SAKE rebuild asteroid rotoz tile
FOR FUCK SAKE asteroid room, fiuxing issue, adding ramdomness
FOR FUCK SAKE removing old tileset cleaning asset
More Desires stuff, partial revert to allow pre-created desires to be directly added
Desire data assingment fixes
Desire momentum drain rate is slower for player created Desires
Fixed ActionConstructBuilding not de-registering the Unit as an active builder on break
Desire creation consistency/tweaks
Fixed Ability:Flee not removing flee flag at end of ActionChain
Automated Linux DS Build #380
Items/Building and Warmth AI Module tweaks, mostly weighting
Minor ItemDesire.CanBeFulfilled tweaks
Split up combat AI into a few seperate modules. Put player command related behaviours in their own module, only used by humans
Automated Windows Build #380
Automated Linux Build #380
▇███▇▅█ - ▌▆▋▊▄ ▉▌▇█▌ █▅▄ ▇▆▄█▉▇ ▍▍▉▅█▌▋▄▍ ▇▍▋█▆▇
* ▉▋▊▉▍ ▋▋▇█▋▌█ ▄█▄ ▇▍▌▍▅ + ▉▆▅▆ ▋▆█▌ ▄▉▄▍▌
* ▋▋▉▇▍ ▊▉ ▆▉▅█▊ ▇▋▊▍▍ ▍▍▉_▄▋▆▊█▋▊ ▇▌▇▍▊▍▊ ▆▊█▄▄ ▅▇▍▍▅▊▊ ▇▉▌▍▅▉ ▅▇▋▍█ ▍▍▅▍▆ █▆▆ ▌▊▋█/▍█▍▍▋▆
Some more assets got saved when I exited Unity.
Starting to get some decent results.
Somewhat fixed approaching combat targets
More work on item management. Feels like this should really be something we deal with in parallel to a lot of other shit. Still 'Feel Threatened' doesn't behave just the way I'd prefer, but slightly better, perhaps...
Remade combat AI module graph
Working on getting Unit to properly feel threatened when it should. Not quite there yet...
Added perception range condition and jogging when too far away from target to bother sneaking
Fixed AIDesigner showing override names for beahviours in Add Element drop down