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19,298 Commits over 1,614 Days - 0.50cph!

7 Years Ago
Fixed DecorComponents not working properly
7 Years Ago
Nuked shitty decor spawn cache
7 Years Ago
Fixed bad cave camera position
7 Years Ago
fixed WorldManager zone event forwarders not working
7 Years Ago
hacky tree fix pt 2
7 Years Ago
entity id debug panel fix
7 Years Ago
Navigation component no longer disabled the NMA when unit is sleeping, disable obstacle avoidance instead
7 Years Ago
Added remove flag actions to various sleep behaviours
7 Years Ago
Added Decision.Success flag
7 Years Ago
Misc
7 Years Ago
DecisionMaker.ScoreModules rejects modules that score 0
7 Years Ago
Fixed Effect.Reset NRE
7 Years Ago
module priority scoring fix
7 Years Ago
Effects reset cleanup
7 Years Ago
Save
7 Years Ago
Cleaning up DM module scoring, high priority module handling Fixed ClearBlackboardDesire not returning when it ends
7 Years Ago
Fixed invalid modules not being rejected by DecisionMaker.ScoreModules
7 Years Ago
Numerous post/lighting tweaks TOD post effects have ImageEffectAllowedInSceneView attribute
7 Years Ago
Log a warning when desire selector finds existing blackboard data for the same key
7 Years Ago
Interactions module tweaks
7 Years Ago
Fixed some animation loop issues when crafting an item at a crafting table
7 Years Ago
Fixed some fields not persisting in MachineProcessActionDesire
7 Years Ago
Building and Item placement now check that a valid path exists between the currently selected unit and the targeted build/placement position, this prevents players being able to build things in out of reach areas
7 Years Ago
Entity log tweak
7 Years Ago
Disabled DSE caching in config
7 Years Ago
Restoring more modules
7 Years Ago
blackboard is now passed down from modules
7 Years Ago
Remove "inherit score from module" on goal nodes
7 Years Ago
Skin save
7 Years Ago
DSE skips considerations when scoring a module. Module score (bonus - penalty) is applied to both the Goal and Goal Plan.
7 Years Ago
AI modules no longer show consideration groups in their DSE, onValidate ensures that they are not allowed Various AI designer improvements
7 Years Ago
Marked a bunch of unit conditions as cachable
7 Years Ago
Fixed AI designer goal pasting issue
7 Years Ago
AI designer editor consistency
7 Years Ago
fixed incorrectly placed editor only tags causing the Steam version to not ignore carried items in target filtering
7 Years Ago
Save
7 Years Ago
Removed DecisionScoreEvaluator class, no longer need to create instances of this to evaluate a DSE from data Moved player command cooldown tracking to Unit. Units will leave cooldown state when they go to sleep Merged "wake up" goals into main human/sleep module
7 Years Ago
removed Jog To Thrown Weapon, so people will jog or sneak accordingly when picking up their weapon
7 Years Ago
added Notes field to DataAsset. AI tweaks.
7 Years Ago
Editor bits
7 Years Ago
Hacky workaround for failing SamplePosition calls in Navigation
7 Years Ago
Fixed several melee weapons having a minimum range of 0 Two new module packs, Default Human Combat and Default Animal Combat Default Human Combat lets humans run to their target and flee (instead of being stuck in face target) Default Animal Combat does the same, was applied to bears and wolves (herbivore combat is still not enabled, but that's less of an issue)
7 Years Ago
Added Party Member module to humans Added non placeholder text and images for hunting tutorial
7 Years Ago
Added Wake Up module to humans so they can wake up from sleeping
7 Years Ago
Rebake island_01 navmesh again
7 Years Ago
Enabled NavMeshModifiers on cliff rocks to fix units walking on cliffs
7 Years Ago
more descriptions
7 Years Ago
Unit description will now show the description of the active GoalPlan or Goal if there is one.
7 Years Ago
changed previous behaviour conditions to penalties in the idle module to not completely break it if wandering fails.
7 Years Ago