249,457 Commits over 3,959 Days - 2.63cph!
BeforeDebugObject improvements
Testing a max subscription cap in Agent+DecisionMaker
HIgh wooden wall is researchable, loot spawns very rarely
Include all bundled prefabs in the manifest (should fix high wall placement)
Fixed duplicate Bear threat in Deer settings.
* Fixed player poserparameters being desync on server after a model change
Exposed Agent's SmartBehaviourStack for debug
Draw Gizmo lines for the top 6 behaviors in the stack (because I ran out of colors)
* Fixed player poserparameters being desync on server after a model change
fixed the positioning of the spears in 3rd person
added some 3rd person jump specific animations for the spear
AgentManager back to ticking every 5 TOD seconds because effects and attribute steps were borked
Replaced "Not Holding/Being Held" with Can Pick Up consideration
Alternate texture for Igor
made test court environment steeper to show off background more, moved grass, tweaked water, added buildings
added new bush walls and wooden props to test court scene
Started on a generic TryAdd(Entity entity) function for Entity and EntityComponents, that is there to give a more generic interface for DepositItem and other such endeavors.
Expanded Entity with the EntityComponents partial, to further simplify Entity.
Some cleanup in Entity + more Entity caching.
Decision Context Myself and Target are both an Entity now, which makes accessing types a lot easier.
Fixed triangle foundation climbing
Added cooldown to jumping when on a ladder
better material mat obj component checks/handling, also automatically added to prefabs in SPM processing util
island002 topo remake, decor spawn tweaks
profiler samples in agent manager
Moved smartobject interaction handling out of entity and into smartobject
TextBuffer splits all input into individual lines
Added world.monuments query to quickly get an overview of all the monuments on a map
Removed TOD Seconds related stuff from AgentManager
added VFXGallery scene, muzzle smoke FX and updated frosty breath FX
- Fixed LevelSpawnItem to correctly position items when they don't have a BaseEntity attached
- Made capture mission spawner pick 3 capture locations from the available options
- Removed some debug spam
- Capture mission spawners
Cleaned up some interacations and considerations. Momentum settings was weird and bool response curves should never use the animation curve.
Momentum tweaking to see what difference it makes
Moved caching of target components in DecisionContext to reduce GetComponent calls, alternative caching of ECs in Entity (no list lookup)
Increased static quarry production rate
fixed fireball spreading (again)
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Inconsistent line endings.
Cleaned up some debug comments while bug tracking.
Fixed bug with units picking up stuff that they shouldn't. Bug was caused by bad decision context caching that was never reset when rotated.
EntitySettings derives from ScriptableObjectExt
Cleanup Unit+Items, PickUpItem, Container
Stop DM considering stand near for now
Fixed GoToRandomInRadius not passing itself to the pathfinder for callback
Added new overlay_bleeding.