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

9 Years Ago
smartobject_test topology maps cleared
9 Years Ago
Added combat test scene
9 Years Ago
Added ItemSpawner, cleaned up Zone+Ecology spawner handling
9 Years Ago
Made Combat select basic attack as default ability.
9 Years Ago
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
9 Years Ago
UnitSettingsEditor.AddAttachmentPoint also updates existing APs properly
9 Years Ago
set triggeDodge to off by default
9 Years Ago
Run attachments + wearables setup on unit view update, not just create. Changed hand attachment bone setup to use new item_L/R bones
9 Years Ago
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)
9 Years Ago
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)
9 Years Ago
Goal database save
9 Years Ago
Module data and weight tweaks
9 Years Ago
DecisionScoreEvaluatorParameters.Weight and AIModuleSettings.Weight clamped to 0-2f
9 Years Ago
Added Weight to AI Modules, used in DSE. Module weight exposed in AIDesigner
9 Years Ago
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
9 Years Ago
Ability selection is a little better now.
9 Years Ago
Agent blackboard now gets wiped on tick. Attempted to factor in ranged / melee considerations to ability selector (doesn't quite work yet).
9 Years Ago
DebugTools window NRE fix HumanController human_combat exit transition no longer has fixed exit time, should be instant when the condition passes
9 Years Ago
Show button to open AI Debugger on Entity Info panel when an Agent is present Removed cinematic camera module/components from prefab
9 Years Ago
9 Years Ago
Units now turn around upon being attacked in an attempt to see their attacker.
9 Years Ago
Senses doesn't tick on dead units
9 Years Ago
Senses ignores dead units
9 Years Ago
9 Years Ago
Meta
9 Years Ago
increased human walk stride length to slow anim down and look more natural
9 Years Ago
choppin'
9 Years Ago
Some more cleanup
9 Years Ago
UnitView cleanup
9 Years Ago
UnitVIew implements OnAnimatorMove, calls Unit.Animation.OnAnimatorMove
9 Years Ago
Removed naughty FindIndex.
9 Years Ago
Combat.IsAttacking now more accurately reflects whether a unit is in combat with another unit.
9 Years Ago
Renamed UnitTargetsCondition to UnitIsBeingAttackedCondition
9 Years Ago
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
9 Years Ago
Player prefab save
9 Years Ago
Grass mat fix, disabled grass \o/
9 Years Ago
Zero the camera after disabling cinematic module
9 Years Ago
Added CinematicCamera module, for testing Cinemachine
9 Years Ago
Updated Candleight handles Added Cinemachine Base Rig
9 Years Ago
Added an attempt at shot leading with the new algorithm, not great yet.
9 Years Ago
Projectiles now have better angle simulation (but I haven't put leading back in yet)
9 Years Ago
smartobject_test save
9 Years Ago
Building view creation automagically finds/updates animator controllers
9 Years Ago
Building view update generates fresh mesh colliders
9 Years Ago
BuildingSettingsEditor collider mesh creation
9 Years Ago
bulding mats to terrain
9 Years Ago
Fudged some numbers to make shot leading work pretty well.
9 Years Ago
Fixed some issues with entity view management editor code (specifically resources) Removed BiomeMaterialObject components from all resource source prefabs
9 Years Ago
Building init fixed DebuTools window shows smartobject interactions for selected entity
9 Years Ago
more chopping of atmos music