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

9 Years Ago
deer alert less frantic and loops bear alert is the sniffing air one
9 Years Ago
AI module GoalPlan break conditions use blackboard mode
9 Years Ago
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
9 Years Ago
Senses perceived/surrounding/known units refactor.
9 Years Ago
Deleted Un-used GroupCanFindUnitCondition, and code from Knowledge
9 Years Ago
rabbit eating & alert state
9 Years Ago
Tutorial sub-task animation tweaks, play sound on complete (placeholder pop) Building AI Module weight tweaks
9 Years Ago
Equip Carried Item Action Stow Equipped Item Action Pick Up and Equip Pick Up And Stow
9 Years Ago
Is Holding Item Condition Is Holding Anything Is Holding Weapon Equip Carried Item Action Stow Equipped Item Action
9 Years Ago
Moved all third party stuff into Standard Assets in hope of speeding up compile times a bit Deleted SEGI and Water2
9 Years Ago
TargetIsInRangeConditionSettings modes Combat AI data pass
9 Years Ago
CookCorpse only accepts skinned corpses, doesn't force state Corpse decay improvements/consistency Added SetCorpseState Acton, added to Skin Corpse Interaction IsPerceivedByTargetConditionSettings Modes
9 Years Ago
Fixed sneaking to target breaking all the time
9 Years Ago
Removing unnecessary stuff from FollowTargetSettings
9 Years Ago
GoalPlanVariant passes blackboard through to GoalPlan SimTick for break condition evaluation
9 Years Ago
Disable Unit.Navigation NMA autobreaking
9 Years Ago
Missed some data saves
9 Years Ago
Apparently I changed stuff in the AI Designer
9 Years Ago
Fixed deer not being properly attached to campfire Fixed building container being disabled when it shouldnt
9 Years Ago
Player tutorials are no longer sequential, UI displays all subtasks Fixed deer alert animation conflicting with isCarried state
9 Years Ago
Added temperature override to debug tools
9 Years Ago
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
9 Years Ago
Resizing improvements
9 Years Ago
Resizable nodes in AI designer
9 Years Ago
Min/max node sizes in AI Designers uses v2
9 Years Ago
Node drawing twaeks
9 Years Ago
Added player command related AI nodes (again)
9 Years Ago
Default min height of node in AI Designer set to 250.
9 Years Ago
Tweaks to AIDesigner+Drawing and resizing nodes.
9 Years Ago
More
9 Years Ago
Resizing stuff
9 Years Ago
Tweaks
9 Years Ago
More node resize stuff
9 Years Ago
Shaderforge 1.27, still broken tho.
9 Years Ago
Moved dragging detection to drag event type
9 Years Ago
Merge from main
9 Years Ago
Module exposure settings, clear combat target goal/plan
9 Years Ago
Fixed a bunch of edge case bugs with AI designer node management/graph updating etc
9 Years Ago
Attempted fix for next tutorial not triggering properly.
9 Years Ago
Removed some empty goal plans from the AI database
9 Years Ago
Fixed combat "Jog To & Attack Target" missing blackboard read
9 Years Ago
Fixed various issues with the unit commands widget Added perception condition to Human food AI module/hunt goal plan
9 Years Ago
Comments
9 Years Ago
Resizing nodes except not
9 Years Ago
And this
9 Years Ago
Added Animal Territory Herbivore AI.
9 Years Ago
Removed line instead of just commenting it out.
9 Years Ago
Removed deprecated attachment point test in unit attachments. Merged
9 Years Ago
Starting adding stuff to differentiate a player commanded attack target
9 Years Ago
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