19,298 Commits over 1,614 Days - 0.50cph!
Expanding Unit+Desires system to support a generic ItemDesire type
EC filter tweaks, nuking yet more old con types
Removed BehaviourPlanData, InteractionPlan now stores InteractionPlanData to serve the same purpose, old usage (crafting) should instead use Intentions when we re-implement the feature
Added some EntityConditionFilter result caching/blackboarding in Group+Knowledge
Foreach killing in GroupManager
Deleted UnitCanFindCraftingItems consideration
Deleted UnitCanFindItemOfType condition (replaced by UnitCanFindEntityCondition)
Cherrypicking/reverting data vis tweaks
Deleted some old/crap goals/goal plans
Updated TOD
Data vis twaeks
Added scaling options to entity view prefabs via new EntityViewPrefab holder class derived from WeightObject, lacks editor integration for now.
http://files.facepunch.com/petur/2016/January/09/w.gif
Added global AI (specifically just decision making) toggle in AgentManager, exposed on the debug window Settings tab.
Decision log can be disabled (in both the decision log window and the debug settings tab)
Something something just cliffsidethings.jpg
Rocks are no longer consumable
Comment out unit angular velocity shit until I have time to make it good
Rigidbody on Unit not kinematic
A lorra lorra data changes
AI no longer re-enables itself (unit flagging doesnt disable DM anymore, instead we rely on conditions to stop sleeping units making decisions)
More unit movement tweaks, feeding angular velocity into the animator, lerping angular speed on the navmesh agent based on current speed
Unit movement now uses a callback from the animator state, to allow better control over animation in/out stuff
Updated all anim controllers with new "triggerMovement" trigger and UnitMovement behaviour on their Movement state
Changes to Unit.TrySetDestination/SetDestination to play nice with the above changes
SkyDome cubemap settings improved in prefab/todDefault.xml
Added AI toggle to the unit debug view
Added example override controller in Units/Animals folder
-EntityCondition changes to better filter buildings (failed to do fanciness with a generic type method taking an Enum, tho :/ )
Toned down the stone material spec/smoothness
Nuked old biome
Fixed Berry Bush interaction positions distance
proper fix for human female this time
Moved/renamed construction test assets
somehow female had lost controller so rebuilt
Disable IK look at while its shit
Changed sleeping bool actions to new trigger names, updated Sleep effect
reenabled grass in the scene
changed sleep to use triggerStartSleeping and triggerStopSleeping
Serialization depth limit exceeded fixed?
humanoid mecanim was doing some horrible stuff to to the rig so updated rig to make it play nicer
Noticed in decision debug log that our Best GPV always scored 0, so went in and fixed that. Now their DecisionScore property will return the correct score.
Data changes, should result in less idling and more doing!
Spear prefab
Nuked old unsused meat prefabs
Fixed bad loop in MachineCanProcessItem
Fixed some warnings
Idle Ability tweaks
Editor GUI skin decision log GPV fix
Fixed issues with Unit init order
Personality stat modifiers are created on Unit init
Nuked most personality settings, leaving just Defender and Adventurer types with some basic modifiers
ActionChains call Break if they are empty
Fixed CanFindOrCraftToolCondition / IsCarryingRequiredToolCondition being shit
Replaced SetUnitFlag Action with AddUnitFlag/RemoveUnitFlag
Added SitDown idle ability, which applies the Resting flag and triggers the Resting Effect
Added search and filtering to DecisionLog
Improved rock weapon. Cleaned unused materials folder.
Defaults tweak on 3 shared item mats.
View management fixes again
Fixed some crap with BeforeInspector view management