19,298 Commits over 1,614 Days - 0.50cph!
Split up combat AI into a few seperate modules. Put player command related behaviours in their own module, only used by humans
Some more assets got saved when I exited Unity.
Starting to get some decent results.
Somewhat fixed approaching combat targets
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...
Remade combat AI module graph
Working on getting Unit to properly feel threatened when it should. Not quite there yet...
Added perception range condition and jogging when too far away from target to bother sneaking
Fixed AIDesigner showing override names for beahviours in Add Element drop down
Moved UnitCollection creation into a method, made code more readable, fixed threat level not being calcuated at the right point
Allow Bow to be held (item filter).
Unit+Info GetSkillLevelText grammar fix
Moar work on equip and stow item management. Not quite working yet. Almost there.
Removed graph settings in AI designer, best values are hardcoded now, only sidebar width is exposed
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)
Items component should be ready for Equip and Stow now.
Removed decor scale/rotate components from fruitbush source prefabs
Removed DecorScale and DecorRotate from the berry bush prefab (bad petur)
Removed TotalThreatConsideration and it's single usage in "Animal/Territory/Return To Territory" AI
VectorUtility GetRandomInsideRadius optionally includes a GetGroundHeight call
Morale.GetFleeDestination uses above ext method, increased radius
Skill verbs in StatsUtility
Renamed some Skills
Debug tools perception tweaks
Don't generate notifications for any fulfilled desires
Unti info widget never displays empty string, only displays desire text for unfulfilled desires
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
Emotes not longer disabled by item pickup... (may result in some funky object clipping with certain animations)
EmoteSettings.Priority range field attribute
UI prefab save, fixed missed icon ref in animations
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)
AI Data save, graph layouts
Improved node snapping in AI designer
Minor tweaks to AI Designer drawing
AI Designer nodes snap after canvas panning too
Node snapping in AI Designer
extended damage shell up on human male face
Humans use the other mouth texture, because the DDS file filters poorly from an angle.
Unit damage fx files. (WIP)
More work on getting equipping and stowing ready for prime time, but not quite the yet. These changes breaks main, so pushing to branch.
Tiny optimization to herd average destination used for fleeing.
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".
Fixed lit alpha blended shader paths
Button sounds on various UI widgets
Buffer UnitFilterSourceArray in UDM