19,298 Commits over 1,614 Days - 0.50cph!
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Simplified Intentions; no longer derive child types, pass target blackboard key in constructor
Fixed priority being added to goal plan scores
Fixed Combat.OnDroppedItem setting a new current weapon when it shouldn't
Splat enum rename, decor spawn tweaks
Fixed decor spawns not spawning more than one population
Biome materials support darkening relative to synced splat colors
bow anim fires forward now
reverting disabling ragdolls on game start
Decor + Grass spawn editor improvements
Fixing weather lerps, added randomisation to wind strength, removed "windy" weather type
Spawn populations use a new weighted wrapper type, can define normal alignment per object/entity
Fixed Animation null key error
More controller movement stuff
Added aperture, focal length and kernel size controls for DynamicDOF in free camera mode
More movement controls stuff
Basic gamepad unit movement controls
Minor optimisations in Effects, Animation and Agent+Behaviour.
Fixed Blackboard.Copy not correctly setting values for some keys (entity components)
Fixed AI debugger not working after leaving playmode
Fixed another filtering NRE
Fixed pontential NRE in UnitDecisionMaker+Filtering when evaluating interaction subscription without filtering by EntityType
Fixed DM Goal priority being broken as all fuck, now used as part of score (testing)
Fixed a bunch of decor rocks not having colliders
Cleaned up item position validity checks post spawn, added to context menu for ItemView
Disabled pathfinding filter again
- WeatherSettings can be flagged as not for use ingame (special weather for map view)
- Rebaked island02 with smaller tile size to reduce floaty units
- Re-enabled pathfinding check in UDM filtering, now uses Unit.Navigation.IsValidDestination for some additional optimisations
- Adjusted shadow cascades and distance, disabled dynamic distance
Weather clouds and post stuff, other bits
Performance UI widget uses unscaled time
- Fixed bad profiler sampler in UDM
- Fixed SetDestination combat mode not properly updating current combat ability when it changes, or setting new destination
- Added new callbacks system for animator bool changes, used for pickup and switch events
Animator state tags, items callbacks fix
Combat + Items logging, animator stuff
Added island02 to scene loader
Fixed potential NRE in UDM filtering
Fixed missing interaction references in some AI assets
Intention removed from Action execution, always written to blackboard during BehaviourChain is constructed
IIntention ported to abstract BaseIntention, handles blackboard write internally
Removed modes from some actions (DepositEntity, FeedItemToTarget)
Removed a bunch of intention based Actions & Behaviours
- Fixed Combat not resetting the active combat ability when dropping (or throwing) a weapon
- People will now pick up their last thrown weapon after combat
- Weather only ticks in GameState.Game
- Added weather type for the overview map
- Weather supports TOD scattering height falloff
- SmartObject interaction position groups enable/disable positions when all plans associated with the group are disabled
- Improved Building interaction state management
Removed a bunch of redundant Units.Items[].AsItem usage
Unit items debug collates items by Id
Fixed projectiles not being dropped properly
Fixed combat component usage of UnitView.FaceTarget
UnitAttachmentsEditor fixes and cleanup
Fixed AP data for arrow
Improved combat projectile handling
Fixed AttackUnit action callback NRE, removed stupid code in Tick
Fixed missing key error in DecisionMaker.ModuleIsValid
Testing hack fix for eye adapatation NRE
Create instance of grass material at runtime to avoid local changes
some improvement to combat anims maybe