19,298 Commits over 1,614 Days - 0.50cph!
smartobject_test topology maps cleared
Added ItemSpawner, cleaned up Zone+Ecology spawner handling
Made Combat select basic attack as default ability.
Player created goals recieve a BehaviourChainData package from GameUI's Blackboard (used for radial menu selector queries and conditions)
Selectors, Conditions and Consdierations all take a Blackboard ref in their respective query/eval methods.
DecisionScoreEvaluator.QuerySelectors can be called by external systems to populate any given Blackboard
Added Copy method to BehaviourChainData
Added BlackboardKeys cache to EnumArrays
UnitSettingsEditor.AddAttachmentPoint also updates existing APs properly
set triggeDodge to off by default
Run attachments + wearables setup on unit view update, not just create.
Changed hand attachment bone setup to use new item_L/R bones
2/2
changed the rootmotion script to be on the anim in the controller, still dosent work with idle though and rotation has to be hard coded in.
added DEF_item_L and DEF_item_R to the human male only (needs to be updated for female and child if we like it)
1 of 2
changed the rootmotion script to be on the anim in the controller, still dosent work with idle though and rotation has to be hard coded in.
added DEF_item_L and DEF_item_R to the human male only (needs to be updated for female and child if we like it)
Module data and weight tweaks
DecisionScoreEvaluatorParameters.Weight and AIModuleSettings.Weight clamped to 0-2f
Added Weight to AI Modules, used in DSE.
Module weight exposed in AIDesigner
Removed rejection threshold from DecisionMaker.ScoreAllDecisions and DSE.Score
Blackboard.Tick -> Blackboard.Reset, cache array of keys enum to avoid GC
Blackboard types moved to outer scope, renamed
Ability selection is a little better now.
Agent blackboard now gets wiped on tick.
Attempted to factor in ranged / melee considerations to ability selector (doesn't quite work yet).
DebugTools window NRE fix
HumanController human_combat exit transition no longer has fixed exit time, should be instant when the condition passes
Show button to open AI Debugger on Entity Info panel when an Agent is present
Removed cinematic camera module/components from prefab
Units now turn around upon being attacked in an attempt to see their attacker.
Senses doesn't tick on dead units
Senses ignores dead units
increased human walk stride length to slow anim down and look more natural
UnitVIew implements OnAnimatorMove, calls Unit.Animation.OnAnimatorMove
Removed naughty FindIndex.
Combat.IsAttacking now more accurately reflects whether a unit is in combat with another unit.
Renamed UnitTargetsCondition to UnitIsBeingAttackedCondition
added test dodge anim with root motion
updated avatarPostprocessor.cs to look for _RM in the anim name and use root motion on XZ
added dodge bool to human controller(to test for now)
updated human male prefab with use root motion tickbox (will need to be udpated via tools if we go forward with it I think)
updated animation.cs with a check to see if dodge bool is active to disable ismoving and play anims at normal speed, also added OnAnimatorMove here to check if dodge is true and then use the root motion
Grass mat fix, disabled grass \o/
Zero the camera after disabling cinematic module
Added CinematicCamera module, for testing Cinemachine
Updated Candleight handles
Added Cinemachine Base Rig
Added an attempt at shot leading with the new algorithm, not great yet.
Projectiles now have better angle simulation (but I haven't put leading back in yet)
Building view creation automagically finds/updates animator controllers
Building view update generates fresh mesh colliders
BuildingSettingsEditor collider mesh creation
Fudged some numbers to make shot leading work pretty well.
Fixed some issues with entity view management editor code (specifically resources)
Removed BiomeMaterialObject components from all resource source prefabs
Building init fixed
DebuTools window shows smartobject interactions for selected entity
more chopping of atmos music