19,298 Commits over 1,614 Days - 0.50cph!
Big changes to combat AI. Still quite broken right now.
Started on Desire refactor.
Projctiles ignore anything on the Units layer that isn't a hitbox (hack)
trying to fix ragdolls going crazy (not much luck)
New perception calculations (probably need a lot of tweaking)
Remaining entity view creation/update code moved to util classes
EntitySettingsEditor view management improvements and bug fixes
Misc editor refactoring. EntityViewEditor parity with some debug tools display
Moving all EntityView Interactable collider setup to editor side view creation utility classes (now static, moved out of EnitySettingsEditor types)
Added some senses related stuff to certain effects.
added unitdeadstate to dying as a quick way to make it bypass the dying anim, I didnt want to remove it as it would break the links in all the override controllers and may add back in later
knife.asset has changed, must have not got all data saved before checking in last checkin
added knife item and temp knife icon
Fixed by UNITY_EDITOR ifdef
Fixing decor foliage prefabs having navmesh obstacbles and no BMO component
ItemView interactable trigger gets x 1.25 size
Player interactable mask fix
Stop UnitVIew disabling root collider in SleepRagdoll
Recreated all the prefabs in the world apparently
UnitView auto capsule collider gen
rebuilt animal skin view prefab
Player interaction now only raycasts to the Interactable layer
EntityView and derived types handle auto-generation of interactable triggers (with the exception of buildings)
Combat, Projectile and ActionChain event cleanup
Speedtree reimport
animated collision mesh for selection test on building tent animalskin with meshname selection_collision
Added 3 new senses stats and tidied up stats import a little.
1st iteration of opening theme music added
Temporary workaround (but error log is still active) for a situation where an Action Chain's state is kind of weird (Attack's current element index can somehow get to the value of 4 when the action chain's list of action is of the count of 4.
Some more information in the error log.
Sanity Check for valid state of Actions list and that CurrentElementIndex is within the Actions list's range in Action Chain after error report.
missing boar/warthog anims and HIT_ boxes
Added some force to the ragdoll upon death based on direction and strength of hit
Re-enabled unit activity notifcations.
Added skill gain activity and fixed some stat events.
Units should now get highest navmesh priority when arriving at interaction positions
missing mammoth animations such as new attacks, limping, exhausted, agro and lookaround. Some still need lots of love
Fixed SmartObject Interaction Positions states being improperly handled by SetDestination Actions (BEF-278)
Merged Exclusivity/Blocking capabilities in Interactions (accessible through InteractionSettingsWrapper).
Implemented blocking for Take All interaction on Berry Bush resource's dispensers.
Merged from main yet again.
Fixed Temperature Vital getting bad max value from simulator
ActionSettings.BreakImplementation
Better End + Break impl in SetDestination
Minor tick method name consistency changes
Dummy hitbox again apparently
Temperature Vital and CurrentValue simulator (ambient + insulation)
made the eyes look tired or injured where applicable
made bear have a scary face when in combat
Unit.Combat and projectile event cleanup. Fixes issues with missed projectiles causing callback hangup in AttackUnit action
Added hitboxes to the combat dummy Unit
Debug unit spawn group position fix
AttacUnit Action state handling
Editor side stuff related to block other interactions.
SocialInvitationSenderSelector, data tweaks
BehaviourChain Injector elements. Editor, DM and data setup.
Social Participant Interaction set assignment via Injectors during DM
AI Designer GUISkin improvements