19,298 Commits over 1,614 Days - 0.50cph!
setting is turning to false is is moving is true to the units trying to rotate to face something but never managing to finish it so walking sideways or backwards
added eat trigger for eating single items like berrys
setup berry bush to use the animation to eat insted of gather (uses wait to stop the animation from ending too early)
Cache AI module condition state on Agent each simtick
Profiler shit
Vital.CurrentValue setter uses Mathf.Approximately to gate event invocation
Get fucked FixedUpdate through ECS due to some apparent Unity overhead
Animator instance names
Senses filerting for EntityType, ItemType and ResourceType
Added ResourceTypes enum
Touched lots of data due to enum flags updates
Workaround for now, 20'000 compares is just too much :P
Added a centralized SensesManager that cache distance checks between entities.
Senses is using the grid now
made animal sprint use the correct speed measurement to fix it walking instead of sprinting
Improved/fixed emote animator controller override stuff
Only Humans have emotes enabled
Removed EmoteState
Animation code consistency
Action.LookAt resting flag hack removed for testing
missed this from last checkin, tweaking turning layer
changed look at to slerp in animation and toggled isturning bool & merge
AIDebugger NRE fix
Fixed Add Emote button not showing in debug tools panel
Stripped out zoom tilt code form RTSCamera until we find a cleaner solution
Emote package stored on Unit not in StateMachineBehaviour
LookAt temporary hack to avoid people spinning around like idiots
SetDestinationBaseSettings ends early if distance to destination is less than or equal to desired distance
Initial implementation of grid system that seems to be working
TrySetCurrentGoalPlanVariant actually supports the "Either" option
Zone size accessible prior to init
Goal and GoalPlan data can override GPV slot selection (global setting, not unique to module's wrapper)
Started adding grid things.
Module GPV slot tweaking/editor exposure on the regular module editor
Emote module on secondary GPV slot
AI data pass, fixed some blackboard reads
Tribe tracker portraits grabbed when tracker becomes visible
Animation component perf test (don't check whether animator has the param before setting...)
Player created desire state trickles down properly to item desires for crafting ingredients
Removed obselete Agent.SmartSubscription property
Cleaning up GPV slot events
UnitBehaviourWidget only listens to primary GPV slot events
InteractionTriggerSettings and PlayerProgression listen to a top level Agent event that is slot-agnostic
AIDebugger shows all GPV slots
Random FlockDriver cleanup
Removed a transform null check in CombatAbilitySelector which shouldnt be needed
Removed InfluenceMaps from the codebase
Unit tracker portraits only updated on demand
Action.WaitForUnitFlagChange just does a flag check in RunImplementation rather than using a state+event callback
Fixed by unit flag check in Senses, more hooks