19,298 Commits over 1,614 Days - 0.50cph!
Copy in Blackboard from GoalPlan Decision in UnitDecisionMaker.FindBestGoalPlanVariant
Fixed potential NRE in BehaviourChain.GetBlackboardEntity,cleaned up a bit..
Selector wrapper drawer bb write key display
Blackboard editor exposure
exported tiger at correct polycount
improved tiger texture, material and uvs.
SelectorSettings must implement abstract property indicating which Blackboard key they write to
Mammoth view prefab collider/navmeshagent sizes
Removed BehaviourChainData, replaced with consistent usage of Blackboard throughout DM and data
changed this to look for animoverridecontrollers as well as animcontrollers for the building construction
Unit view prefab NMA/collider sizes
collision on fire unified building rock style correct building animator assignment
combat_test cliffs and navmesh bake
Added a cliff to smartobject_test, rebaked navmesh
Fixed cliff prefabs
Moved some prefabs out of Resources
Sesnes layermask + raycast changed to ignore Units, only check for blocking layers
Defending others now works.
Made Health Inverse be a bonus consideration when picking a unit to defend.
Senses layer defaulted to old value, saved data
Added percieved units to knowledge dropdown in debug tools
UnitSettingsEditor NRE fix
Unit anim state event setup
Renamed UnitResource -> ResourceCreator
Fixed view creation overriding convex collider flag, moved force all to convex bit to ItemSettingsEditor prefab update process hook
updated buildings to new spec, moved to new folder and renamed to be somewhat consistant with each other
Fixed HumanView+IK NRE
Fixed UnitView.Unit NRE
Begone silly events
Added InteractionPosition data warning to Building editor
Added Selector prefix label to DecisionLog
Building prefab collider tweaks
fx_click_dirt and some stuff
Resource.Create() from entity tweak
UnitResource enabled by default and added to validation list stuff in UnitSettings
Basic implementation of AOE attacks and some improvements to targetting when multiple units are involved.
Unified CombatAbilityType and RangedAttackType and added an AOE type (not implemented yet).
Revert mistaken prefab commit
Tribe creation scene fix/cleanup
DM NRE fix (no more child goals)
1 person shelter for hunting or staying away from camp for a few nights
Fixed some focus bugs in AI Designer
Goals can no longer hold child Goals, only GoalPlans
scaled wood tents and recentered one of them
Put fleeing back in and started tweaking morale / fleeing AI. Human flees from Bear at about the right time, other situations need testing.
wood and mud huts first pass