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

9 Years Ago
Split up combat AI into a few seperate modules. Put player command related behaviours in their own module, only used by humans
9 Years Ago
Some more assets got saved when I exited Unity.
9 Years Ago
Starting to get some decent results.
9 Years Ago
Somewhat fixed approaching combat targets
9 Years Ago
More work on item management. Feels like this should really be something we deal with in parallel to a lot of other shit. Still 'Feel Threatened' doesn't behave just the way I'd prefer, but slightly better, perhaps...
9 Years Ago
Remade combat AI module graph
9 Years Ago
Working on getting Unit to properly feel threatened when it should. Not quite there yet...
9 Years Ago
Added perception range condition and jogging when too far away from target to bother sneaking
9 Years Ago
Fixed AIDesigner showing override names for beahviours in Add Element drop down
9 Years Ago
Minor things
9 Years Ago
Comment
9 Years Ago
Moved UnitCollection creation into a method, made code more readable, fixed threat level not being calcuated at the right point
9 Years Ago
Allow Bow to be held (item filter).
9 Years Ago
Unit+Info GetSkillLevelText grammar fix
9 Years Ago
Moar work on equip and stow item management. Not quite working yet. Almost there.
9 Years Ago
Removed graph settings in AI designer, best values are hardcoded now, only sidebar width is exposed
9 Years Ago
AI designer tweaks
9 Years Ago
Animations SwitchBackL and SwitchBackR got an animation event added. Items Component now hooks up to above mentioned animation events. Items Component now fires the triggers for the above mentioned animation events when Equip / Stow actions occur. Equip Carried Item Ability added. Stow Equipped Item Ability added. Human Items AI Module now has a plan for equipping and stowing weapons (the Behaviour Chain Selector remain before I hook it up to the Equip Carried Item Ability)
9 Years Ago
Items component should be ready for Equip and Stow now.
9 Years Ago
Merged from main.
9 Years Ago
Shrub prefab save
9 Years Ago
Removed decor scale/rotate components from fruitbush source prefabs
9 Years Ago
Removed DecorScale and DecorRotate from the berry bush prefab (bad petur)
9 Years Ago
Data save
9 Years Ago
Removed TotalThreatConsideration and it's single usage in "Animal/Territory/Return To Territory" AI
9 Years Ago
VectorUtility GetRandomInsideRadius optionally includes a GetGroundHeight call Morale.GetFleeDestination uses above ext method, increased radius
9 Years Ago
Skill verbs in StatsUtility Renamed some Skills
9 Years Ago
Debug tools perception tweaks
9 Years Ago
Don't generate notifications for any fulfilled desires
9 Years Ago
Unti info widget never displays empty string, only displays desire text for unfulfilled desires
9 Years Ago
Removed AlwaysWin Condition Added ChanceCondition Added some icons to a few abiltiies that were missing them Added Canivore hunting AI perpcetion checks Emotes AI goal uses 50% chance condition to make it a little less constant Reduced Desire activity notification spam by only notifying on intial creation of unfilled desires
9 Years Ago
Emotes not longer disabled by item pickup... (may result in some funky object clipping with certain animations) EmoteSettings.Priority range field attribute
9 Years Ago
UI prefab save, fixed missed icon ref in animations
9 Years Ago
Scene save, missed adds
9 Years Ago
Removed Emote instance type, now we just reference EmoteSettings Added Emote Selector Added EmoteSettings to Blackboard data Added EmotePriority Consideration Re-wrote TriggerEmote Action to use Blackboard data Added gui_shape_dot sprite (petur I think you forgot to commit something)
9 Years Ago
AI Data save, graph layouts
9 Years Ago
Improved node snapping in AI designer
9 Years Ago
Minor tweaks to AI Designer drawing
9 Years Ago
AI Designer nodes snap after canvas panning too
9 Years Ago
Node snapping in AI Designer
9 Years Ago
extended damage shell up on human male face
9 Years Ago
Merged from Main
9 Years Ago
Humans use the other mouth texture, because the DDS file filters poorly from an angle. Unit damage fx files. (WIP)
9 Years Ago
More work on getting equipping and stowing ready for prime time, but not quite the yet. These changes breaks main, so pushing to branch.
9 Years Ago
=
9 Years Ago
Tiny optimization to herd average destination used for fleeing.
9 Years Ago
Added some error logs to Fixed Array, like when we try to Add elements when the array is full. Herds were adding target destinations that were NaN and shit, FA debug logging unweiled it, now "fixed".
9 Years Ago
Tut widget stuff
9 Years Ago
Fixed lit alpha blended shader paths Button sounds on various UI widgets
9 Years Ago
Buffer UnitFilterSourceArray in UDM