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

9 Years Ago
updated run to look better holding an axe
9 Years Ago
LookAt action offset of 0,0.35,0 by default
9 Years Ago
Exposed LookAt offset vector in the LookAt ActionSettings More DecisionLog tinkering
9 Years Ago
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
9 Years Ago
Killed some linq in Zone+InfluenceMaps GUI skin stuff for Decision Log
9 Years Ago
A little work on DSE logging.
9 Years Ago
-Enityt Condition now supports masks for BuildingStates
9 Years Ago
Very small tweaks
9 Years Ago
Inspector flags!
9 Years Ago
"Best" styles for decision log
9 Years Ago
-FindUnbuiltBuilding checking for Foundation vs Construction
9 Years Ago
-shortcut (ctrl+alt+x) for decisionlog
9 Years Ago
-fixed up EntityCondition -fixed up CanFindUnbuiltBuilding's data
9 Years Ago
rearragned human controller, added human sit anims and tweaked sleep anim flow
9 Years Ago
anims for humans using axe using hammer looking at something close looking at something far away rummaging in a bush succeeding doing something
9 Years Ago
Added a lowest score threshold to DSE, hardcoded to 100'000 for now, to prevent derp decisions of really low score.
9 Years Ago
Idle ability, Wander ability Agents now have access to all abilties from AbilityManager, no longer stored in AgentSettings
9 Years Ago
Moved TOD xmls, data save
9 Years Ago
Cliffside topo fix Added AbilityManager
9 Years Ago
Rough grass to TempBiome
9 Years Ago
Biometest scene.
9 Years Ago
Asset save Added Wander Ability Aded Goal : Idle under Goal : Self - Social
9 Years Ago
Lots of data changes Added MachineCanProcessItem Condition Re-wrote how target filtering works in UnitDecisionMaker (cc ptrefall please take a look)
9 Years Ago
Made DebugBestGoalPlanVariant not derp out as easily when target are not a unit.
9 Years Ago
EntityCondition/BuildingFilterSet improvement
9 Years Ago
EntityConditionSettings.DecisionLayer == Any Added StoreTarget Action
9 Years Ago
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.
9 Years Ago
Added GoalPlan.Build
9 Years Ago
GSE error stuff
9 Years Ago
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.
9 Years Ago
GoalSettingsEditor will force DecisionPlan.ScoreForDecisionMaking to false if the Goal has no plans or children in data
9 Years Ago
We weren't rejecting on comparison with traversal memory quite the right way. Fixed now.
9 Years Ago
Fixed DecisionLog resetting when editor is paused
9 Years Ago
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
9 Years Ago
More \nature\grass test files.
9 Years Ago
NRE in SetDirtyAssets
9 Years Ago
World debug tab utils
9 Years Ago
improved deer added basic material colours to the bear
9 Years Ago
Agent.DecisionLog clears when it reaches capcity (1000)
9 Years Ago
-AlwaysWin consideration -CanFindUbuiltBuilding Condition -yam -Fixed Self-Physio goal always winning
9 Years Ago
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
9 Years Ago
Added a summary in BuildingStates to un-confuse the confused
9 Years Ago
Added water/swimming event music
9 Years Ago
Added EntityConditionFilterDrawer
9 Years Ago
deleting this so I dont re grab it when updating workspace
9 Years Ago
Compile fix
9 Years Ago
Agent.DecisionLogs uses FixedArray Metas, apparently
9 Years Ago
-conditions and considerations made system serializable in templates, else you could not assign them to a goal.
9 Years Ago
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.
9 Years Ago
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).