19,298 Commits over 1,614 Days - 0.50cph!
updated run to look better holding an axe
LookAt action offset of 0,0.35,0 by default
Exposed LookAt offset vector in the LookAt ActionSettings
More DecisionLog tinkering
humans chop trees
axe appears in hands with no offset needed
item template fbx provided to make future item setup easier, if they are both the editor at 0,0,0 and the item is in the hand it should be fine
Killed some linq in Zone+InfluenceMaps
GUI skin stuff for Decision Log
A little work on DSE logging.
-Enityt Condition now supports masks for BuildingStates
"Best" styles for decision log
-FindUnbuiltBuilding checking for Foundation vs Construction
-shortcut (ctrl+alt+x) for decisionlog
-fixed up EntityCondition
-fixed up CanFindUnbuiltBuilding's data
rearragned human controller, added human sit anims and tweaked sleep anim flow
anims for humans
using axe
using hammer
looking at something close
looking at something far away
rummaging in a bush
succeeding doing something
Added a lowest score threshold to DSE, hardcoded to 100'000 for now, to prevent derp decisions of really low score.
Idle ability, Wander ability
Agents now have access to all abilties from AbilityManager, no longer stored in AgentSettings
Moved TOD xmls, data save
Cliffside topo fix
Added AbilityManager
Asset save
Added Wander Ability
Aded Goal : Idle under Goal : Self - Social
Lots of data changes
Added MachineCanProcessItem Condition
Re-wrote how target filtering works in UnitDecisionMaker (cc ptrefall please take a look)
Made DebugBestGoalPlanVariant not derp out as easily when target are not a unit.
EntityCondition/BuildingFilterSet improvement
EntityConditionSettings.DecisionLayer == Any
Added StoreTarget Action
Added a big more Decision Debug Log output for agents, that we can clearly read where we find Best Goal, Best Goal Plan and Best Goal Plan Variant.
Optimized the check for whether we've traversed the entire decision space, so that we don't check unless our traversal memory is at least as big as the decision space.
GoalSettingsEditor will force DecisionPlan.ScoreForDecisionMaking to false if the Goal has no plans or children in data
We weren't rejecting on comparison with traversal memory quite the right way. Fixed now.
Fixed DecisionLog resetting when editor is paused
Fixed CreateActivityActionSettingsEditor not inheriting from base
Added a lot of animation param actions back into Interaction ActionChains
Made human gathering use 3 states in mechanim (in/loop/out) cc frankieh
Fixed fruit bush missing collider/lod
Renaming some Actions
More \nature\grass test files.
improved deer
added basic material colours to the bear
Agent.DecisionLog clears when it reaches capcity (1000)
-AlwaysWin consideration
-CanFindUbuiltBuilding Condition
-yam
-Fixed Self-Physio goal always winning
Units now get the MaxSpeed stat base value from SpeciesSettings on creation
Added auto grass spawn refresh toggle to world debug tab
Some stat/SO serialization tinkering
Added a summary in BuildingStates to un-confuse the confused
Added water/swimming event music
Added EntityConditionFilterDrawer
deleting this so I dont re grab it when updating workspace
Agent.DecisionLogs uses FixedArray
Metas, apparently
-conditions and considerations made system serializable in templates, else you could not assign them to a goal.
Was storing the current SmartSubscription on the InteractionPlan, which is owned by the SmartObject... so this is kind of wrong
Moved caching of SmartSubscription over to Agent, and exposed that in BehaviourChain, that we can properly manage unsubscribing from a SmartObject when a BehaviourChain is ended abruptly.
Removed unsubscribe hack in SmartObject.
Added a proper unsubscribe when a BehaviourChain Completes (need to verify that it's enough to just unsubscribe the current behaviour plan).