19,298 Commits over 1,614 Days - 0.50cph!
Hooked up animation states for traps
More rabbit trap work - destroy hint when trap is not set, disarm trap when picked up while trap is set up, don't let units set up a trap multiple times
merge interaction desire creation and AI handling to main
Interaction Desires AI done (maybe)
Add default modules with their default weight
AIModuleSettings.OnValidate handles default modules being added to Unit Agent components that do not currently have it
switched a line to the new chain write list
More interaction desires WIP
Added GoalPlanSettingsEditor.ChainContainsBlackboardWrite
AI Modules can be flagged as default and will be automatically added to Agents that do not currently have them installed via OnValidate
Fixed UnitBehaviourWidget NRE
Interaction Desire AI WIP
SmartObject.TrySubscribe breaks first subscription matching the same InteractionPlan, when forcing subscription
Fixed bad switch in BehaviourChain.SetActive
Interaction Desire creation WIP
Animation callbacks for carried flag to switch animator update mode
Item equip replace in slot tweaks (moved code to Items component methods)
Dynamic DOF fixes
Moved DSE empty consideration group warning to editor validate
Asset save
added a bunch of first pass utility buildings to see if they are useful
DSE ignores empty consideration groups
AgentParameters.OnValidate ensures modules are held by the correct DM
Clouds of war particle systems scale their emission rates with zone size
Removed DecisionMakerClasses enum, GroupDecisionMaker. Merged UnitDecisionMaker into base DM
Agent is now a UnitComponent
Removed GPV slot override
DM is aware of the GPV slot it is running for
Clouds of war is spawned by zone on init, no longer needs to be present in scene
pushed root transform on animals to render layer as were are allready doing some raycasting to get rotation to terrain
reexported rabbit walk with proper fps
moved weapon equipping to item management module on secondary slot
Audio listener no longer follows selected Unit
Fixed NRE in AIModuleSettingsEditor
Fixed stats importer, now only loads and saves entities with enabled stats component :o
NRE catch in VisualFXParameters.SetupCache
manually updated rabbit walk speed to match data
improved bear deer and rabbit sleep anims
Removed DecisionMakerTypes enum, tertiary DMs from agents
Reverted a trap change that was only meant for testing
First pass on getting idling animals to go to traps
Made rabbit trap affect turtles as well (rabbits seem to sleep a lot? not great for testing)
Fixed traps not setting their collider to a trigger
Removed some spamming logs
Traps can now spawn a hint when they are set up
Added a new hint for traps
Rabbit Trap is marked as in starting pool for testing
Set up interactions for setting up a trap
More building placement improvements for building on slopes
Only using AnimatePhysics for humans
Fixed bad while condition in OverviewMapUI.ZoomToPOI rouitine
Fixed intro cameras missing post layer
More map transition improvements
Fixed bad profiler sample in GPV
Fixed map markers not syncing their position to their related Entity when applicable