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

8 Years Ago
AI Debugger shows buttons to quickly select module/goal/plan/selector/behaviour with each log TakeFromDispenser skill usage is conditional, not always applied (.Enabled in data)
8 Years Ago
Fixed AI Debugger Decision Log logging not filtering grouped logs properly Moved GroupKnowledge "Can Find" methods to Unit Knowledge (crafting UI buttons will be disabled when the selected Unit cannot find required items)
8 Years Ago
NRE fix, better request cleanup
8 Years Ago
More Collaborations cleanup, component only holds a single received request
8 Years Ago
Simplified Collaboration request send/receieve, added some more restrictions to avoid people sending requests that will always be rejected
8 Years Ago
Fixed collections missing color data
8 Years Ago
made wolves root motion attack work
8 Years Ago
better music fade things
8 Years Ago
Music system tweaks
8 Years Ago
Re-enabled Collaborations AI modules Added a little cleanup routine for badly spawned Items in WorldManger (hack pending spawn refactor)
8 Years Ago
People should now stop approaching targets when within range
8 Years Ago
Editor tags
8 Years Ago
Save
8 Years Ago
Data
8 Years Ago
Fixed Resources without interaction positional data not being interactable. (InteractionSettingsWrapper.MaxSubscriptions was 0, now validated editor side)
8 Years Ago
Minor debugger typo
8 Years Ago
Unit.Navigation.TrySetDestination robustness AI Debugger panel moved to BeforeEditorLayout, added to DebugTools Fixed potential KeyNotFoundException in Senses
8 Years Ago
GoalPlanSettingsWrapper now holds a list of fallback GoalPlanSettings, when fallbacks are provided DecisonMakers will evaluate whether a valid variant can be found for the GoalPlan, creating Decisions for fallback plans if that evaluation fails.
8 Years Ago
Added building interactions to possible default interactions. Right click on a building under construction will create a desire to build said building.
8 Years Ago
Default Interactions now use a GenericMenu
8 Years Ago
Blackboard key usage injected from module data heirarchy when editing a GoalPlan in the AI Designer AI Designer layout improvements
8 Years Ago
Blackboard key usage display in GoalPlanSettingsEditor
8 Years Ago
GoalPlan BehaviourChains can now be edited in the GoalPlanSettingsEditor, not only the AI designer Scripts organisation
8 Years Ago
Editor tinkering
8 Years Ago
Decision layer assigned through DSE data constructor, Conditions/Considerations drawers contextual awareness stuff. Removed DecisionLayer field attribute
8 Years Ago
Added a warning when setting Target as the evaluation target in considerations, since we should only evaluate Target in Behaviour Chain. Not a perfect solution, but better than nothing :-)
8 Years Ago
tidy up
8 Years Ago
not sure why this was changed
8 Years Ago
WIP possibility to set default interactions on dispensers
8 Years Ago
Minor goal plan attribute fix
8 Years Ago
Removed [s]/[t] prefix from GoalPlan node consideration display
8 Years Ago
Fixed a bunch of module data that got fucked due a field rename that unity refused migrate via FormerlySerializedAs ;\
8 Years Ago
Merge from goalplan_fallbacks
8 Years Ago
Fixed the AI Designer being broken af
8 Years Ago
Hunger tweaks.
8 Years Ago
Removed Energy considerations from Common - Collaborations module, since this is more of a "manage collaborations" module, I ticked "Allow no considerations" for it instead, that we rather let the collaboration inititiative modules take care of the consideration scoring.
8 Years Ago
Evaluation Target for considerations is now shown on the node summary as [s] for self and [t] for target. Added Mood considerations to Human - Collaborations - Social module. You're now more likely to take the initiative for collaborations if your mood is high. You're now more likely to start a conversation if your target's mood is high. You're now more likely to give someone a hug if your target's mood is low.
8 Years Ago
Ticked "Allow no considerations" for all goal plans in Human - Building module, since they're either player commanded or picked based on careful condition flagging.
8 Years Ago
Energy considerations added to Common - Stamina module (more likely to recover stamina with higher energy).
8 Years Ago
All Goals and Goal Plans in Common - Movement Mode module now has Allow for no considerations ticked.
8 Years Ago
Added Stamina consideration to Flight goal in Common - Combat - General. Manage Targets and Clear Combat Target nodes now has "Allow No Considerations" ticked in Common - Combat - General.
8 Years Ago
Renamed GoalPlan.Attack(Human) to GoalPlan.Attack (since it's used in Common - Combat - Attack module). Added Stamina consideration to Common - Combat - Defensive module.
8 Years Ago
Added Stamina consideration to Attack (Human) goal plan in Common - Combat - Attacking (though how is this Human specific?)
8 Years Ago
tweaking with sleep AI so people sleep and wake up at reasonable times
8 Years Ago
Energy consideration added to Common - Collaborations in AI Designer.
8 Years Ago
Added inverse mood stat consideration to Decline Breeding Social Invitation. Added a "inverse" hint in the list of considerations displayed on nodes in the AI Designer.
8 Years Ago
building asset and new shader in a new branch
8 Years Ago
Fallback goal plan preliminary stuff
8 Years Ago
More fuckery
8 Years Ago
Commenting out some reflection fuckery that I bokred