19,298 Commits over 1,614 Days - 0.50cph!
deer alert less frantic and loops
bear alert is the sniffing air one
AI module GoalPlan break conditions use blackboard mode
Fixed some actions that store state not correctly calling their end impl on break
Unit.Items drop/remove handling and Dispenser "pop" both parent items to their parent zone's item container
Senses perceived/surrounding/known units refactor.
Deleted Un-used GroupCanFindUnitCondition, and code from Knowledge
rabbit eating & alert state
Tutorial sub-task animation tweaks, play sound on complete (placeholder pop)
Building AI Module weight tweaks
Equip Carried Item Action
Stow Equipped Item Action
Pick Up and Equip
Pick Up And Stow
Is Holding Item Condition
Is Holding Anything
Is Holding Weapon
Equip Carried Item Action
Stow Equipped Item Action
Moved all third party stuff into Standard Assets in hope of speeding up compile times a bit
Deleted SEGI and Water2
TargetIsInRangeConditionSettings modes
Combat AI data pass
CookCorpse only accepts skinned corpses, doesn't force state
Corpse decay improvements/consistency
Added SetCorpseState Acton, added to Skin Corpse Interaction
IsPerceivedByTargetConditionSettings Modes
Fixed sneaking to target breaking all the time
Removing unnecessary stuff from FollowTargetSettings
GoalPlanVariant passes blackboard through to GoalPlan SimTick for break condition evaluation
Disable Unit.Navigation NMA autobreaking
Apparently I changed stuff in the AI Designer
Fixed deer not being properly attached to campfire
Fixed building container being disabled when it shouldnt
Player tutorials are no longer sequential, UI displays all subtasks
Fixed deer alert animation conflicting with isCarried state
Added temperature override to debug tools
Pipe incoming GPV through GPV/BC/Behaviour/ActionChain and finally Action Break impl.
SetDestination base break impl checks for matching action of same type in the incoming GPV and avoids stopping the navMeshAgent when a match is found
Added a Navigation callback safety gate
Resizable nodes in AI designer
Min/max node sizes in AI Designers uses v2
Added player command related AI nodes (again)
Default min height of node in AI Designer set to 250.
Tweaks to AIDesigner+Drawing and resizing nodes.
Shaderforge 1.27, still broken tho.
Moved dragging detection to drag event type
Module exposure settings, clear combat target goal/plan
Fixed a bunch of edge case bugs with AI designer node management/graph updating etc
Attempted fix for next tutorial not triggering properly.
Removed some empty goal plans from the AI database
Fixed combat "Jog To & Attack Target" missing blackboard read
Fixed various issues with the unit commands widget
Added perception condition to Human food AI module/hunt goal plan
Resizing nodes except not
Added Animal Territory Herbivore AI.
Removed line instead of just commenting it out.
Removed deprecated attachment point test in unit attachments.
Merged
Starting adding stuff to differentiate a player commanded attack target
All UI animations used unscaled time
AI Designer add child node button moved to outside window so that it cannot be pushed down by DSE content listing