250,725 Commits over 3,959 Days - 2.64cph!
Automated Linux Build #101
fixed bug with player animation blending.
Removed forgetIfInterrupted too
Removed overridingActionChain from SmartObject
DecisionMaker.IsEnabled handling
Dropped StatValueChanged and TimeStatModifier into their own files
- Aclohol pump mission placeholder text and disabled location arrows
- Setup alcohol pump placeholder as a BaseEntity and mission object
- Alcohol pump mission now works
- Removed alcohol cloud from pump prefab so it doesn't dissapear when you destroy the pump :)
- Added a linear asteroid dungeon archetype
- Rebuilt asteroid tileset prefabs
improved the 3rd person treadwater animations.
added a swimming forward animation
procmap settings tweaks for ocean rocks
crustacean textures for ocean side rocks
autospawn prefab updates
- Fixed movement speed modifier that would make the player incorrectly increase in speed after all modifiers expired
Small test of Unity's test framework
New road texture set - trail path
- New mission SO
- Reduced level length of new mission flow
- Added a placeholder alcohol pump goal ropom to asteroid tileset
- Rebuilt asteroid tileset prefabs
- Added a new flow for pump mission
- Made a placeholder alcohol pump mission prefab
- Tidied up Tileset folders
Re-organised Conditions script folders into Agent types/generic
Added some Goup Agent specific Conditions (member count)
Added generic EntityCondition type, Added CanFindSuitableAnimal, CanFindWeapon
Added AttackEntity action which updates an Effect template with a new modifier value based on the Attack Power stat, feels like a hack though
Added Unit+Combat partial, doesnt do anything yet (besides store some EffectParameters)
Wolfs should now kill deer and eat the meat. _should_ :3
FOR FUCK SAKE foreground shader, exposing height variable
FOR FUCK SAKE asteroid material
FOR FUCK SAKE wip collision to asteroid block asset
FOR FUCK SAKE asteroid tileset
Starving Effect draing health again
Added Condition failure debug in DecisionScoreEvaluator
ActionChain refactoring, removed ActionChainData, updated all Actions
Broke things
Updated the hitbox system.
Unity 5.3.1
Fixed DataNode layout issues
Data work
Fixed AbilitySettings.BehaviourPlanType not returning Ability as it should have
Added UnitIsCarryingItemCondition
Stat+Blockable stores StackBlocker, not StatBlockerParameters
Cleaned up CanFindOrCraftToolCondition and IsCarryingRequiredToolCondition
Accounted for DecisionPlan.OverrideParameters in GetBonusFactor in DM, and in the ScoreForDecisionMaking acessor
UE 4.10. Video playback with SBS 3D support.
Added UnitCanFindEntityCondition, a multi-functional filter based knowledge lookup Condition which should cover most use cases
Added DecisionPlan.OverrideParameters, for overriding parameters! :o
Added various Can Find conditions
Numerous other tweaks
optimized the collision model for a bunch of worlmodel items / weapons (they dont use mesh collider anymore)
Added EditorGUILayout.HelpBox custom... help box
Added "empty" DSE error display in DecisionPlanParametersDrawer
Added Empty DSE error box on Goal/GoalPan/BehaviourPlan Settings Data Node inspectors
Un-reverted maurizo's DSE change, DSE now returns 0 when "empty" (having neither Coditions nor Considerations)
Data updates
Cowboy - backhand body & stretch anims + anim events
Cowboy - backhand body & stretch anims source
latest bear anims, walk is better but run is a too goofy still. Mesh is updated but still needs work espically including skinning
Actual latest bear, last checkin file was a few hours old
latest bear rig and anims
Reverted DecisionScoreEvaluator change
-fixed up freezing effect not triggering
-a DSE empty of conditions/considerations now returns 0
-and a merge
fixes for wrong rock decor material config
dirt splat texture polish
stones splat texture polish, normal map is less deep and more realistic looking
gravel splat added, replaces path splat - repainted some of dungeons splats accordingly
biomes colours, almost final
atlases updated