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

9 Years Ago
Improved fleeing behaviours based on diet and threat level
9 Years Ago
Commented out Smartobject subscription count balance tracking in Squiggle. Goal and Goal Plan's MakeDecision calls now randomly picks among the best decisions diverting at most from best decision by a score of 0.1
9 Years Ago
Tweaked a bunch of AI data weights Added sparks to fire particle fx Fixed bad scale on FX prefab
9 Years Ago
Added GetRandomDecision to DecisionMaker. MakeDecision now takes a diversion_from_best value, if not 0 we use the random decision getter. Added FSM. Started on FSM impl for Breeding Group.
9 Years Ago
Regular stone color
9 Years Ago
SetDestination now takes perception of target into account for the combat mode.
9 Years Ago
Arid biome + tod + spawn stuff
9 Years Ago
UnitCollection null check
9 Years Ago
Fixed some activity stupidity with buildings
9 Years Ago
Made combat ability range handling more consistent, should fix some issues with combat getting interrupted. Added a bool to activities to disable notifications.
9 Years Ago
Cleanup
9 Years Ago
Reduced Agent+Desires momentum drain rate Re-wrote Desire update bits in Unit.Items component
9 Years Ago
Set NavMeshAgent.stoppingDistance in Unit.Navigation init
9 Years Ago
Fixed UnitDecisionMaker creating new behaviour plans...
9 Years Ago
made craft bashing anim loop
9 Years Ago
Moved graph smartobject debug to simtick, wrapped in editor if defs and AIManager.DecisionLoggingEnabled
9 Years Ago
Fixed a bunch of bad consideration data
9 Years Ago
Removed optional "CompleteAtEndOfActionChain" flag from BehaviourPlanSettings
9 Years Ago
Sleep/Sit Interactions wait for flag change to end
9 Years Ago
Added OnUnitFlagChange Action
9 Years Ago
No longer "clean up" SmartObject subscription in BehaviourChain.Break, instread rely on Behaviour.Break to do handle this internally
9 Years Ago
Merge fix
9 Years Ago
SmartObject.Unsubscribe tweak
9 Years Ago
subscription/unsubscription call balance debug graph.
9 Years Ago
BehaviourChain.CancelSmartObjectReservations is public SetCurrentGoalPlanVariant cancels SmartObject reservations when incoming variant is not assigned
9 Years Ago
Reworking UDM filtering to better support multiple interaction plans from the same data
9 Years Ago
Minor SmartObject cleanup
9 Years Ago
Data
9 Years Ago
Goal node title fix
9 Years Ago
A bunch of AIdesigner tweaks for no good reason
9 Years Ago
Save
9 Years Ago
Added temporary conditions to AI Modules Made Sleep Time a bonus consideration on relevant goals
9 Years Ago
adding spear attacks and trying to get them to work(dosent yet)
9 Years Ago
Added BehaviourChain DecisionScore to the DebugGraph for New Goal Plan Variant. Red topping for player commands.
9 Years Ago
Tweaks
9 Years Ago
Removed usage of id based lookup of InteractionPlans in SmartObject IBehaviourPlan no longer implements IComparable or exposes an "id" field Added a "sit at campfire" GoalPlan to the human social module Added some smartobject info the debug tools window
9 Years Ago
bamboo fix
9 Years Ago
DebugGraph every time the selected debug unit commits to a new goal.
9 Years Ago
prettttyyyy sure this fixes bugs with animations glitching when exiting inCombat bool mode rotated a bow a little
9 Years Ago
Fixed a bug in EntityManager where we would close the tick simulation gate too early (when post-state ticking last multiple frames).
9 Years Ago
missing from last checkin
9 Years Ago
Inland terrain source files
9 Years Ago
Dispenser and VisualFX tweaks
9 Years Ago
10 game seconds per sim tick
9 Years Ago
10ms AI budget
9 Years Ago
Killed activity console logging
9 Years Ago
Fixed PlayerTasksWidget reference widget showing after init (hack) Player's available buildings restricted by InStartingPool flag Fire FX variatnt for campfire with spit
9 Years Ago
Corpse rotting, fixed cooking time/state management. Material color changes for rotting and cooking Corpse dispenser availablity tied to state Fixed corpse carrying and campfire attachment
9 Years Ago
Added event music for combat.
9 Years Ago
Unit physics and ragdoll fixes Improved PlayerController interaction