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

9 Years Ago
Combat module data
9 Years Ago
IsAttackingMe Condition potential fix
9 Years Ago
Started working on new AI Debugger. Ported in Entity Stats/Behaviours and Decision Log display Added module filtering to the decision log Removed old DecisionLog window Cleaned up decision logging in DSE
9 Years Ago
ConsiderationSettingsEditor tweak
9 Years Ago
Assets and stuff...
9 Years Ago
Combat now calculates chance to hit.
9 Years Ago
Fixed a list being serialized when it shouldn't.
9 Years Ago
Added skill gain to attacking and damage modification of melee attacks.
9 Years Ago
Fixed BCD.Prepare
9 Years Ago
Fixed StatCollection init NRE
9 Years Ago
Fixed StatsComponent init being stupid and overwriting values from data Fixed DSE not exiting early when a selector query fails
9 Years Ago
DesireSelectorSettings will only run query if blackboard has no value
9 Years Ago
Prepare BCD from blackboard data in Agent+Goals.SetCurrentGoalPlanVariant
9 Years Ago
Fixed SetUnitSpeed actions
9 Years Ago
Added basic combat AI module to all Units
9 Years Ago
Renamed StatMinipulatorParameters Apply methods for clarify, overload was pointless
9 Years Ago
Fixed Death effect not flagging Unit as dead! Fixed potential Unit.Group NRE in Senses component
9 Years Ago
Fixed Effect.ApplyStatMinipulators calling the wrong application method for stat changes
9 Years Ago
Moved some combat code around that didnt need to be split up
9 Years Ago
Renamed combat effect field for consistency
9 Years Ago
HumanController combat state transition fixes
9 Years Ago
Human anim controller tweaks Combat tweaks
9 Years Ago
Fixed null selector in Crafting AI module
9 Years Ago
Selector dependancy editor side support
9 Years Ago
Conditions and Considerations support Selector dependancies Selectors no longer have a runtime object/instance pairing, instead they work like Triggers where logic is defined in the asset type definition EvaluationContext renamed to EvaluationTargets for clarity
9 Years Ago
blackbeard the AI pirate
9 Years Ago
Whoops
9 Years Ago
and again
9 Years Ago
Blackboard twaeks
9 Years Ago
changed tags on atmos 23
9 Years Ago
Fixed human_attack length
9 Years Ago
Sketching in blackboard impl DesireSelector draft
9 Years Ago
Selectors in BeforeEditor, DSE editor
9 Years Ago
Added Selectors, plus templates Moved all filtering functions into stat Filters class, re-organised folders a lot. Filtering is no longer semantically bound to Conditions
9 Years Ago
Goals / AI database save
9 Years Ago
new atmos piece
9 Years Ago
Better handling of skill and tool requirement data through BehaviourPlanData BPD gets passed into Behaviour on creation
9 Years Ago
Minor tweaks to GameUI, Warmth goal weight
9 Years Ago
Crafting now uses skills and applies skill gain.
9 Years Ago
EffectsComponent.RemoveEffect Emotes EC null check
9 Years Ago
StatCollection.CreateStat will update existing stats that match data params
9 Years Ago
VitalSimulators NRE fix
9 Years Ago
Fixed StatsUtility.GetStat NRE
9 Years Ago
Added PlayerTaskTriggerSettingsEditor Removed old SkillRequirement struct from CraftableParameters
9 Years Ago
Deleted Tiredness Consideration (we already have inverse energy consideration with the same repsonse curve)
9 Years Ago
Removed StatTypes enum, now each type of Stat has it's own enum of stat definitions
9 Years Ago
Condition template fix InteractionPlanData becomes BehaviourPlanData Added SkillLevelConditon, for testing the level of a given skill on an entity Added SkillRequirementCondition, for testing if we pass the required skill levels for our the BehaviourPlan in our DecisionContext package (doesnt work yet)
9 Years Ago
A couple of minor TakeFromDispenser tweaks
9 Years Ago
TakeFromDispenser now applies Skill Gain and Skills are shown in the Debug window.
9 Years Ago
Actually fix stat names in UnitSettingsEditor