19,298 Commits over 1,614 Days - 0.50cph!
A minor improvement to adding player momentum to incoming variant.
- Take advantage of early exit opportunity in TrySetCurrentGoalPlanVariant when same goal plan but not a player command.
- If incoming variant is a player command, add momentum to its score.
- Behaviour Chain's decision score calculation was using the old multiplication method. Now finding average score through addition.
setup human turn anims to work when bool isTurning is active
- Working on raycast to ensure we're not trying to shoot through a wall/hill/tree/etc. Not 100% there yet.
- Some more null testing in CraftItemSettings, we trust state too much it seems, or we're able to somehow get into a bad state... so got to look deeper into this issue in general.
Agent.TrySetCurrentGoalPlanVariant adds momentum to current GPV score for comparison
DecisonMaker.FindBestGoalPlan buffers goal_decision's blackboard data before clearing decisions and creating new ones for goal plans (which recieve the blackboard data properly)
Merge from unit_desire
BlackboardData Set nulls all data
removed scripts and other stuff
Combat AI now uses a "Kill" desire (but there are still some issues)
Wait after move now 5 minutes
Unit portrait layer tweaks
TrySetCurrentGoalPlanVariant cleanup/comments
ambient music for 'question' scene at startup
stop animal shiny being too shiny(needs more work)
Removed momentum from DSE Score, cleaned up and commented Agent.TrySetCurrentGoalPlanVariant
DSE momentum and confidence multipliers applied at the end of the scoring, Goal/Plan "heritage" members removed and replaced with simple data id comparions in DecisionContext.GetMomentum
made corpse skinning work by removing the interaction skinning and relying on the despenser setup to bring up the UI button
Some effect icons assignments because I cant take it anymore
Item data fix (bow weapon type was corruped)
Lots of AI data tweaks, split carnivore hunting food/hunting into seprate module
Confidence and momentum scoring changes (momentum now applied as multplier to DSE's final score)
Craft/Build toggles in UnitCommandsWidget
Unit+Info description returns highest skill level text
Player exposure control in AI Module, Goal, Goal Plan and Behaviour data types, editor support
UnitBehaviourWidget only shows player exposed behaviours
Fixed SetDestination NRE related to PositionRelativeToUnitSelector's blackboard position write
Desire description things
Spam desire activity
Minor rename in IsCarryingRequiredTool condition