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

8 Years Ago
IsPerceivable exit early
8 Years Ago
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)
8 Years Ago
Cast cache ActionState
8 Years Ago
Cache AI module condition state on Agent each simtick Profiler shit
8 Years Ago
atmos piece 25 added
8 Years Ago
DM profiler hooks
8 Years Ago
Inline tings
8 Years Ago
Vital.CurrentValue setter uses Mathf.Approximately to gate event invocation Get fucked FixedUpdate through ECS due to some apparent Unity overhead
8 Years Ago
Fucking hooooks
8 Years Ago
Animator instance names Senses filerting for EntityType, ItemType and ResourceType Added ResourceTypes enum Touched lots of data due to enum flags updates
8 Years Ago
Workaround for now, 20'000 compares is just too much :P
8 Years Ago
Added a centralized SensesManager that cache distance checks between entities.
8 Years Ago
UI sfx edits
8 Years Ago
UI sfx edit
8 Years Ago
Again
8 Years Ago
CanPerceieve readability
8 Years Ago
Senses is using the grid now
8 Years Ago
made animal sprint use the correct speed measurement to fix it walking instead of sprinting
8 Years Ago
tweak
8 Years Ago
Improved/fixed emote animator controller override stuff
8 Years Ago
Only Humans have emotes enabled Removed EmoteState
8 Years Ago
Animation code consistency Action.LookAt resting flag hack removed for testing
8 Years Ago
missed this from last checkin, tweaking turning layer
8 Years Ago
changed look at to slerp in animation and toggled isturning bool & merge
8 Years Ago
Emote fiddling
8 Years Ago
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
8 Years Ago
LookAt temporary hack to avoid people spinning around like idiots
8 Years Ago
SetDestinationBaseSettings ends early if distance to destination is less than or equal to desired distance
8 Years Ago
Made grid init not hacky
8 Years Ago
Initial implementation of grid system that seems to be working
8 Years Ago
TrySetCurrentGoalPlanVariant actually supports the "Either" option
8 Years Ago
Fixed NRE
8 Years Ago
Zone size accessible prior to init
8 Years Ago
Data save
8 Years Ago
Goal and GoalPlan data can override GPV slot selection (global setting, not unique to module's wrapper)
8 Years Ago
AIDebugger TOTY 2017
8 Years Ago
Started adding grid things.
8 Years Ago
Tweaks to RTSCamera
8 Years Ago
Module GPV slot tweaking/editor exposure on the regular module editor Emote module on secondary GPV slot
8 Years Ago
AI data pass, fixed some blackboard reads
8 Years Ago
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
8 Years Ago
Fixed missing event
8 Years Ago
Removed obselete Agent.SmartSubscription property
8 Years Ago
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
8 Years Ago
AIDebugger shows all GPV slots
8 Years Ago
Random FlockDriver cleanup Removed a transform null check in CombatAbilitySelector which shouldnt be needed
8 Years Ago
More profiler tinkering
8 Years Ago
Removed InfluenceMaps from the codebase Unit tracker portraits only updated on demand
8 Years Ago
Action.WaitForUnitFlagChange just does a flag check in RunImplementation rather than using a state+event callback
8 Years Ago
Fixed by unit flag check in Senses, more hooks