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

8 Years Ago
Don't init SteamManager in debug mode (for local builds without steam) Fixed bad profiler sample in Entity.GetEntityComponent GPV slots/agent slot handling doesnt use a dictionary
8 Years Ago
More profiling
8 Years Ago
Get fucked, foreach Profile hooks
8 Years Ago
added sidestep and backpedal for human walk locomotin state and cleaned up the look at code a bit
8 Years Ago
DataEditor perf opt/tweaks Senses no longer kicks of UnitCollection management by default (option in data) UnitCollection no longer creates a sensor
8 Years Ago
Removed NextGPV concept UnitManager no longer holds a list of Units, instead uses the EntityManager list Moved AI goal completion event stuff out of EntityManager into AIManager
8 Years Ago
Added GoalPlanVariantSlotType to EnumArrays
8 Years Ago
Merged from Behaviour Slot branch.
8 Years Ago
Merged from main.
8 Years Ago
MusicManger safety stuff
8 Years Ago
Merged from main
8 Years Ago
More profiler hooks MusicManger tinkering
8 Years Ago
No they don't
8 Years Ago
Spawners self destruct
8 Years Ago
Sense profile hooks Removed equality members from perception data types since they were redundant (correct me if I'm wrong) Removed coroutine from MusicManager Tweaked PlayerCamera tilt settings
8 Years Ago
Rather than default to Primary behaviour slot, we now try to look up the GPV's GP's Goal's Module for the Behaviour Slot type. Player commands still default to Primary slot since a Player commanded GPV does not hold a Goal (and perhaps not a goal plan either?). Debug stuff still defaults to Primary slot. Some other things also defaults to Primary slot still, but at least it's getting there! TODO comments for all the things defaulting to Primary.
8 Years Ago
Can now set Behaviour Slot on AI Modules in AI Designer. Defaults to Primary slot. (This is not hooked up behind the scenes properly yet, however).
8 Years Ago
Merged from main
8 Years Ago
Refactoring and improvemnts to UI widgets that deal with CommandButtons. RadialMenuWidget and UnitCommandsWIdget use pooling instead of crappy old create/destroy of prefabs. RadialMenuWidget button handling re-worked and made cleaner/more consistent with other widgets RadialMenuWidget has it's own label/tooltip rather than using the main UI tooltip widget TooltipElement can optionally override it's target TooltipWidget
8 Years Ago
Merged from main.
8 Years Ago
first pass at a proper setup for combat on torso mask mixed & locomotion animations
8 Years Ago
TODm8 stuff
8 Years Ago
Renamed slot types to Primary and Secondary (rather than SlotA and SlotB).
8 Years Ago
Merged from main
8 Years Ago
Trait descriptions in discovery UI
8 Years Ago
Moving towards multiple parallel GPV slots in Agent+Behaviour. This is the first step, where all external calls just default to SlotA (for lack of a better slot name).
8 Years Ago
Unit commands modals disabled button state and animation tinkering
8 Years Ago
stopped human exhausted walk being so slow and made exhausted idle play/loop also added stabiliseTorso bool to be used with upper body animation
8 Years Ago
Animation.ResetAnimatorParameters is less stupid, bool and trigger params are cached in their own arrays
8 Years Ago
Improved UnitBehaviourWidget cancel behaviour logic, fixed potential index out of range exception in BehaviourChain.OnBehaviourCompleted
8 Years Ago
Expose all behaviour to the player via the UnitBehaviourWidget (no more exposure flag checks, for now)
8 Years Ago
Fixed most if not all missing refernces to old default UI icon that somehow got fucked by a merge
8 Years Ago
Fixed NRE in CombatAbilitySelectorSettings (not all Units have an Items component!)
8 Years Ago
Fixed units creating invalid desires when hungry
8 Years Ago
Fixed missing exit transition on HumanController.Emotes state
9 Years Ago
First draft of Trait Discovery Added PlayerProgression component and UI Widget Tweaks to traits data and handking Traits component adds 3 random traits to all units on init for testing
9 Years Ago
AI database validation and sorting/find unused tool in editor Removed a bunch of unused database entries
9 Years Ago
Fixed NRE in ConditionSettings.GetUsageCount
9 Years Ago
Misc cleanup
9 Years Ago
Fixed issues in the AI Designer caused by re-ordering BehaviourChain elements
9 Years Ago
Merge from shelve BC Selectors stored in AI database (now resuable), lots of schema changes
9 Years Ago
Units now drop items in order to equip weapons
9 Years Ago
Added / modified some selectors and conditions to ensure units equip weapons before going to attack.
9 Years Ago
Removing UnityEditor directive in AIModuleSettings
9 Years Ago
Removed AIDesignerData asset, now all AI module node graph data is stored on the module itself
9 Years Ago
Fixed Units not actually being in the unit list. Fixed player craft desires being wiped just after creation.
9 Years Ago
Fixed camera sometimes having incorrect tilt values when zooming out.
9 Years Ago
Time of Day update
9 Years Ago
BeforeParticleLitAlphaBlend target 3.0
9 Years Ago
Removed empty goal plans