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

9 Years Ago
Merged to main
9 Years Ago
Merged from main
9 Years Ago
Found a bug in DSE, where we'd say "exit early" even though we didn't set final_score to 0, when there were no bonuses present.
9 Years Ago
widgets
9 Years Ago
top widget tweaks
9 Years Ago
you too, meta
9 Years Ago
more files
9 Years Ago
Added a trigger that listens to Interactions
9 Years Ago
Work on herbivore behaviour and territory.
9 Years Ago
ui gfx files
9 Years Ago
Stopped corpses from vanishing when cooked
9 Years Ago
Editor tweaks
9 Years Ago
Score for DM, weight and confidence for Goals and GoalPlans is now held in the module data wrapper types, rather than the Goal/Plan params data.
9 Years Ago
DC IsGoal/IsGoalPlan tweak
9 Years Ago
Hide/force true "Score for DM" flag on Behaviours
9 Years Ago
DSE scoring only applies weight and confidence mulipliers to Goal and GoalPlans, not behaviours.
9 Years Ago
UI tinkering
9 Years Ago
More prefab updates, collision matrix cleanup (projectiles no longer hit Resources layer)
9 Years Ago
renaming files and new atmos piece
9 Years Ago
CookCorpse completes when corpse is cooked. Imagine that.
9 Years Ago
SmartObject NRE catch Ragdoll update util fixes, prefab rebuilds
9 Years Ago
Fixed tutorial triggers being able to trigger the wrong task
9 Years Ago
UnitViewUtility tweaks HItbox always sets collider to convex Rebuilding prefabs...
9 Years Ago
added unit dead state to human dying so ragdolls happen immediately
9 Years Ago
Fixed Animation component setting bad speed values, also return in Tick if Unit is dead Removed FixedJoint from AP, updated human prefabs
9 Years Ago
Comments
9 Years Ago
StatsUtility stuff, Human constructor adds all skills and needs via enum arrays Fixed + catch skill related NRE in Combat+Callbacks HumanView connects all AP fixed joints to the root RB
9 Years Ago
stopped animator idle confusion with isInjured and isExhausted, will always play isExhausted over isInjured as isExhausted will finish sooner
9 Years Ago
Fixed Activity Triggers not actually checking the activity sub type
9 Years Ago
Added a couple more tasks to the tutorial (not quite working as intended yet)
9 Years Ago
TutorialSettingsEditor
9 Years Ago
Added avoidance setting to appropriate navigation event
9 Years Ago
Compile fix
9 Years Ago
Navigation listener for behaviour complete
9 Years Ago
Minor Behaviour event refactoring
9 Years Ago
Consideration contribution error warning UI
9 Years Ago
Consideration contribution sliders lerp color Data save
9 Years Ago
Temporarily removed LOS check from combat ability selector
9 Years Ago
UDM decision log BC element/variant failure will print raw asset name + type rather than override
9 Years Ago
StatComparisonConsiderationSettings stat type selection draw attrib Renamed a consideration for clarity
9 Years Ago
UI tweaks
9 Years Ago
Added UI Hotspot event trigger utility component UI tweaks
9 Years Ago
Bubble prefab backup
9 Years Ago
rabbit improvements and made a bit slower and reimported spreadsheet stats
9 Years Ago
UI only shows a single notification, with queued count. Timeout remove/click to go to activity source position/entity HumanView.SetupClone destroyed any attached UnitViews (e.g. carried corpses) Activity refactoring/cleanup. Activity objects no longer store a type selection object, instead the ActivityTypes prop is abstract and derived types store expose "subtype" properties
9 Years Ago
More work on detecting when picking a ranged ability (shooting a bow) would be a bad idea, eg. you'd shoot straight into a cliff-side or a big stone. A wee bit hard/time-consuming to test, so this needs more testing to confirm whether it works to a desired degree or not.
9 Years Ago
Numerous UI tweaks. Desire text generation simplified
9 Years Ago
wolf updates
9 Years Ago
fixed error with old turn action trasitions
9 Years Ago
Momentum moved out of DecisionPlan and into GoalPlan