19,298 Commits over 1,614 Days - 0.50cph!
WatchTarget animations in action chain
moved ilsland02 back to build folders, fixed missing map camera
move isLooking bool from facetargetsttings to uniview
hooked up is looking animation to facetarget
'new game' motif for summer start
WIP improvements to human territorial AI
Fixing people getting stuck rotating to face a target even after the action ends
Moved human territory defend behaviour to combat/defensive module
Gating UnitView.Update rotation
EntityViewUtility.SetupCollider tweaks
trap asset has collider and much less verts in the teather
Use PathComplete instead of !PathInvalid for distance Consideration
People should now abandon a thrown weapon if they can't path to it.
QuadTree getter error logging.
Target Territory Consideration can now score non Unit targets.
IGrid now has a convenience method for getting value at an Entity's position
renaming and summaries of territory related considerations
Improved AssetMenu & AssetList groupings
Animals should move towards food they can smell if they can't find anything to eat
Lots of categories on various things
Tweaked Influence on buildings
Territory at target as bonus or consideration for various target filters
Added SmartObjectComponentSystem, update free interaction position counts in SmartObjkect.SimTick
Merge from entity smell to main
Cleaning up Senses.CanPerceive overloads
- Fixed null unit selection in AI Designer
- Added WIP Human Territory AI module
Added smell calculation of entities to Senses
Goal plan editor and break condition eval cleanup
Watch target scoring improvements, break conditions
Started cleaning up face target/look at code
A bit more interesting application of mood change when scared and fleeing.
Combat/General/Observe Threat behaviour tweaks
Fixed perception checks not working for units in UDM
Attack target ability, default for hostile units. Hunt is animal only
Debug panels use new header style
Started adding Smell to Entities
Fixed bad drawing check in playerController blocking inputs for movement mode while doing LMB hold move
Added PlayerController debug mode for selection of non player controlled entities again
RMB is now interact + radial, LMB is movement and selection
Commented out various debug rays in FollowCamera
apparently I changed Eat Something
When scared / high fear, our mood is affected.
Cap mood to 50% when fleeing.
Renamed Omnivore AI Module to be general Food, and put it on all animals
Effects can optionally filter the UnitClass they are applicable to
Added "Watch Target" behaviour under common combat module (WIP)
No longer remove dead units from their group (testing)
Unit DM perception filtering support
Conversation topic editor
Diplomacy component hooks into entity manager events to create or remove relations data
Diplomacy relations used in hostility checks