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

9 Years Ago
Reflection probes enabled in Low quality settings Fire FX sprite tweaks
9 Years Ago
-broken assets unbroken -cavepeople refuse to collect sticks from under wolves.
9 Years Ago
Water2: quality control exposed in inspector Water2: added force enable fallback normals to material params
9 Years Ago
Added filter func to the RLD constructor call in AgentSettingsEditor, rejecting any Abilities flagged as global
9 Years Ago
Made the goals and abilities list drawers in AgentSettingsEditor unique
9 Years Ago
NRE error log in BehaviourCain where interaction target is null ActionChain UnityEvents replacing System.Action Unit+Combat effect stuff
9 Years Ago
-new InfluenceMapConsideration type, added in PickUp ability
9 Years Ago
Switched fx_embers and fx_smoke to "Before\VertexLit Blended"
9 Years Ago
Added internal combine normals override so we can use "Camera" to support forward "Before\Skin" in AO; switched mode and tweaked depth threshold to avoid halos Added "Before\VertexLit Blended" for particle fog/scattering support Misc shader work
9 Years Ago
Deleted un-used third party : ParticleScaler and Sonic Ether Bloom + SSAO
9 Years Ago
Updated AO
9 Years Ago
Unit+Animation NRE catches to avoid errors for now, needs debugging (NRE ln75 RemoveAnimationEventListener)
9 Years Ago
Re-instated individual Agent ability storage, added IsGlobal flag to BaseBehaviourSettings (lazy because I don't want to cast to AbilitySettings at runtime...) More Weapons data/boilerplate
9 Years Ago
9 Years Ago
Refactored Stat+Modifiable quite a lot, no longer using events to deal with modifiers of different types being added or removed to the stat, instead it's all done within the Modifiable partial Renamed Stat+Tickable to Stat+Tick, now simply handles ticking! Added a "Change" type to StatModifierType, essentially ignored by most of the stat modifier system, instead on Add it just changes the stat's currentvalue (base) by whatever Value is defined in the StatModifierSettings Fixed AddUnitFlag not working Minor Effect stat mangement refactor for better clarify WeaponParams boilerplate for weapon specific effects, stat driven damage and range limitations Fixed some Effects adding the wrong flags
9 Years Ago
Refactored Stat+Modifiable and Tickable partials to use FixedArray for grouping modifiers by order
9 Years Ago
Fixed items not having colliders Some combat related tinkering, AttackEntity action tests Fixed EntityCondition item filtering not working as intended Fixed (potentially) some bugs in Unit movement related actions, callbacks etc
9 Years Ago
Some ActionChain refactoring, exposing behaviour, target and data through properties rather than drilling up into the AC from Action Fixed Action HarvestResource not having a target
9 Years Ago
Data : People now gather resources for unbuilt buildings, they will also find tools and construct the buildings once all resources have been deposited to the stockpile. Code : Added "IsRequiredToolForBuilding" to the BehaviourChainBuildingFilterSet, which allows us to filter for Items that match the ID of the Building's required tool, accessed from BCD.
9 Years Ago
Asset save
9 Years Ago
Behaviour chain DM filtering expansion, allows for filtering by entity type, ID and now testing against a filter specific to BCD data from preceding elements
9 Years Ago
Speedtree billboard shadows
9 Years Ago
Nutritional values derived from real kcal.
9 Years Ago
More foods.
9 Years Ago
Item scale.
9 Years Ago
NRE catch in SpawnHandler
9 Years Ago
Biome re-organisation
9 Years Ago
Should fix GC in UDM (moved decision delegate to a method rather than a silly evil closure) DSE only generates logging data when the DecisionContext.Myself.Agent is the selected for debug
9 Years Ago
-DecisionLog starts up with logging enabled, and automatically disables it on close too
9 Years Ago
this should fix the females shoulders being in the same place as the males and looking odd, female uses its own avatar instead of the male, it might need tools updated to build correct avatar to asset
9 Years Ago
Improved/standardised read/write to BehaviourChainData, updated all GoalPlan BCs (with help from mau)
9 Years Ago
Re-organised Content/Items into category folders Amplify AO prefab settings
9 Years Ago
checking in because I need to dirty all assets
9 Years Ago
Added missing Encoding.cginc dependency for occlusion
9 Years Ago
Moved shaders to Content/Shaders and replaced paths in shaders that used it BehaviourChainData property mapping exposed to data There may be bugs
9 Years Ago
Missing files.
9 Years Ago
Fixed missing edibles and renamed some things.
9 Years Ago
/meshes/edibles
9 Years Ago
Amplify Occlusion added to player camera but disabled because errors Ocean tweaks, foam textures
9 Years Ago
BCD properties, StoreTarget mapping via enum
9 Years Ago
Ported over new SSAO implementation from Rust
9 Years Ago
Set all item views to 0.5 min interaction distance
9 Years Ago
Exposed minimum interaction distance in ItemViewEditor, also set default to 0.5 units PickDesire action calls new Agent.SetActiveDesire method, passing in a filter defined in the action settings
9 Years Ago
Removed desire creation from CanFindBuildingMaterials (renamed)
9 Years Ago
Asset save
9 Years Ago
Added CanFindAnyMaterialsForBuilding condition type, which checks whether a Unit can find (either/or) any materials on the Building's requirements list, or Resources that can provide any of those required items Refactored Building quite a bit
9 Years Ago
IsSuitableAnimal
9 Years Ago
Fixing some EntityCondition data
9 Years Ago
Building 3 plan structure (data incoming)
9 Years Ago
-removed HasRequiredToolCondition