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

8 Years Ago
Ooops, forgot to use the goal blackboard rather than temporaryBlackboard for goal plan fallbacks.
8 Years Ago
Fixed a few bugs, there's definitely more.
8 Years Ago
ambience stuff
8 Years Ago
ambience levels
8 Years Ago
Some optimizations. Set max goal count to 50 and max goal plans per goal to 25, as allocation presumptions for the binary heaps in agent+decisionmaker + made the binary heaps shared among all agents (since they're only ever accessed within the scope of SimTickDecisionMaker().
8 Years Ago
mixer levels ambience
8 Years Ago
ambient sound
8 Years Ago
Merged from main
8 Years Ago
This now seem to work, but obviously needs more rigirous testing to confirm that it doesn't fuck up.
8 Years Ago
Goal now buffers the blackboard of it's latest decision, for use when scoring goal plans. Renamed the root function and commented out the old root function, so that the new DM path is now used by agent (for testing).
8 Years Ago
tiny hut wip
8 Years Ago
unit footstep levels
8 Years Ago
Added in the debug hooks.
8 Years Ago
When picking a goal or goal plan when multiple elements scored above the given threshold, we now reinsert elements that fail but with a slightly lower score than the new top of the heap element, since we have no guarantees that a goal or goal plan has a valid path to a goal plan variant.
8 Years Ago
When iterating goal plans, we now try to construct a valid goal plan variant for the current goal plan, and if that succeeds we try to set it as the new behaviour of our agent.
8 Years Ago
Unit biography stuff
8 Years Ago
Fixed BiomeMaterialObject.GetMaterialsFromLibrary not grabbing disabled/inactive renderers Fixed disabled BuildingView components on some prefabs... Fixed UnitItembar UI showing items that the Unit is not holding Split selectable indicator widget into two seperate widgets, one for hover and one for selected indiactors Building hovered indicator shows construction progress ball
8 Years Ago
added interaction positions back
8 Years Ago
changed materials back
8 Years Ago
Actually fixed building category toggle states
8 Years Ago
footsteps added to walk carry anim
8 Years Ago
making small shelter work
8 Years Ago
Compile fix AI tweaks
8 Years Ago
Fixed UnitCommandsWidget not reseting category toggle state AI designer inline creation for goals/plans in node graph
8 Years Ago
Merged from main
8 Years Ago
SmartObject init spits errors when interactions are flagged as positonal but no positions are defined
8 Years Ago
Interaction position data for medium hut
8 Years Ago
fixed/changed mat on shelter
8 Years Ago
medium building
8 Years Ago
AmbientSoundPlayer cleanup
8 Years Ago
Actions.CraftItem handles animation internally, exposed param name in item data Removed animation actions from crafting abilties
8 Years Ago
spear crafting sound edit
8 Years Ago
testing a small change to edge scrolling
8 Years Ago
stone craft sfx
8 Years Ago
Getting there... Iterative approach to best goal with support for moving to next best goal and so on when finding goal plan fails...
8 Years Ago
Items can define crafting sounds in their data, AnimationAudioBundle asssts have a special mode for playing item craft sounds
8 Years Ago
Rather than Decision being a binary heap item for priority heaping, we let Goal and GoalPlan be the binary heap items instead. This is because we don't want DecisionMaker to clear away our sorted decision scores for goals when we create the heap of goal plans (necessity of moving to an iterative approach). This also greatly simplifies how much Agent+DecisionMaker must touch Decisions.
8 Years Ago
UnitAttachments.CanAttach checks validity of points that will be blocked by attaching the item passed in (blocked, occupied) ProcessItemIntoDesiredItem GoalPlan filters items that are held by other units
8 Years Ago
animation event tweak
8 Years Ago
People no longer to try to start conversations with people who are busy building, crafting or gathering stuff
8 Years Ago
more footsteps
8 Years Ago
Added optional decision making path in DecisionMaker that returns a binary heap of decisions (all decisions), sorted by decision score, so that the best decision is always at the top of the heap. It also returns the number of elements that scores over the decision threshold, so that we know how many items on the top of the heap we consider "best decisions".
8 Years Ago
Footsteps SFX
8 Years Ago
Added Binary Heap class for optimal priority access to the list of decisions that Decision Maker executes over.
8 Years Ago
TribeTrackerPortrait text is consistent with UnitInfoWidget Unit.Roles.GetActiveRole now outs whatever Role the primary AI behaviour is tagged with, GetPrimaryRole outs the Role with highest weight
8 Years Ago
stone axe craft SFX
8 Years Ago
improved foxgloves LODs.
8 Years Ago
Deleted old foxgloves_lods prefab
8 Years Ago
Senses Load Balancing WIP
8 Years Ago
Few buildable icons (needs recropping)