250,757 Commits over 3,959 Days - 2.64cph!
- Return null if best decision has a score of 0.
- If we traverse the goal hierarchy, but failed to find a result down one branch, look down another sibling branch, or go up one level and continue looking there. Just make sure we return the new branch result, like we were NOT doing!!!
Deleted some old un-used actions with missing types
DecisionLog twaeks
Fixed some issues with DecisionLog
Distance crossfading bugfix
Fixed dict lookup error, improved consideration logging
Added Decision Log debugger window, allows for stepping through DM ticks for the selected Unit's Agent
Added native glcore support
/Nature/Grass folder stuff.
Allow attaching roofs to the bottom of other roofs again
deer backup before I make some changes that might break it
Cowboy - north east & north west run anims + .meta
Cowboy - north east & north west run anim source
Prefab prepare
Updated phrases
Disabled lazy aim
Viewmodel responsiveness tweaks
-And more templates for Action and Consideration
Fixed layer index warnings
Warmup construction parts placed directly in the map in editor (for debugging)
Dither UI protection background to avoid banding
Roof exploit fix
Stability diminishing returns
Various building block placement quality of life improvements
-You should finally be able to create Conditions with a template, like you do with classes. It will create $Name$Condition.cs and $Name$ConditionSettings.cs
Renamed MaxStatConsideration to GroupedConsideration, now takes a list of Considerations and returns the highest score, should/could probably be handled throgh some grouping system
Fix for material setup throwing errors in edit mode
Added MaxStatConsideration which takes an array of stats and returns the max value as score
Stat implements IComparable
Added a Description field to Condition and Consideration Settings
deer has a rough ragdoll and test left and right run anims.
Semi_auto_rifle - materials and texture plus fbx
Fix NRE in BeforeEditorTab related to null elements in GoalSettings.ChildGoals
Fixed bad Alive and Sleeping effect values
Switched human movement blend tree to 2d Freeform Cartesian
Stopped PlayerController calling SmartObject.TrySubscribe
-yam
-assigned collider to rock so it doesn't fall through ground.
Fixed compile error in PlayerController
Removed BehaviourChain Add overload, updated usage in PlayerController to pass a plan instead of a behaviour instance
Assign Behaviour.BehaviourChain in BehaviourChain.CreateInteractionBehaviour/CreateAbilityBehaviour
Agent+Goals now checks whether the current goal plan variant is in higher regard than the new one it tries to replace it with.
BehaviourChain.Add assigns element.Behaviour.BehaviourChain
fixed human female anims
changed sleep anim to hide eyes
test anims for human run while leaning left and right
removed male prop objects