19,298 Commits over 1,614 Days - 0.50cph!
SmartObject's CanSubscribe, when there is a required interaction id in place, we should return whether the incoming interaction id is the one required or not.
- Return null if best decision has a score of 0.
- If we traverse the goal hierarchy, but failed to find a result down one branch, look down another sibling branch, or go up one level and continue looking there. Just make sure we return the new branch result, like we were NOT doing!!!
Deleted some old un-used actions with missing types
DecisionLog twaeks
Fixed some issues with DecisionLog
Fixed dict lookup error, improved consideration logging
Added Decision Log debugger window, allows for stepping through DM ticks for the selected Unit's Agent
/Nature/Grass folder stuff.
-And more templates for Action and Consideration
-You should finally be able to create Conditions with a template, like you do with classes. It will create $Name$Condition.cs and $Name$ConditionSettings.cs
Renamed MaxStatConsideration to GroupedConsideration, now takes a list of Considerations and returns the highest score, should/could probably be handled throgh some grouping system
Added MaxStatConsideration which takes an array of stats and returns the max value as score
Stat implements IComparable
Added a Description field to Condition and Consideration Settings
deer has a rough ragdoll and test left and right run anims.
Fix NRE in BeforeEditorTab related to null elements in GoalSettings.ChildGoals
Fixed bad Alive and Sleeping effect values
Switched human movement blend tree to 2d Freeform Cartesian
Stopped PlayerController calling SmartObject.TrySubscribe
-yam
-assigned collider to rock so it doesn't fall through ground.
Fixed compile error in PlayerController
Removed BehaviourChain Add overload, updated usage in PlayerController to pass a plan instead of a behaviour instance
Assign Behaviour.BehaviourChain in BehaviourChain.CreateInteractionBehaviour/CreateAbilityBehaviour
Agent+Goals now checks whether the current goal plan variant is in higher regard than the new one it tries to replace it with.
BehaviourChain.Add assigns element.Behaviour.BehaviourChain
fixed human female anims
changed sleep anim to hide eyes
test anims for human run while leaning left and right
removed male prop objects
PlayerController refactoring and cleanup
Effect and Trigger organisation/cleanup
EffectParametesDrawer improvements
NestedEditorDrawer supports enum selection of Asset types from abstract base types
Allow StatMeasurement to target either Current or Normalized value of a RangedStat (Need, Vital etc)
Misc cleanup, comments, summaries in DM classes
NonSerizlied attempts to stop error spam about serialization depth aka fuck you Unity
Fixed BehaviourGroup decision maker NRE
Added amplify color LUT pack
Ported StatLinkerSettings to StatLinkerParameters
Added top level Group Goals
BehaviourGroup cleanup, editor tweaks to support goals and fix DSE params issue
Improved AssetsOfType
Data
Added CombatEffectParamaters
Reorganised Stat script files as bit, split some nested classes out
CraftDesire tweaks
Improved Group.CanFindSmartObjects with optional required match count param
Removed forgetIfInterrupted too
Removed overridingActionChain from SmartObject
DecisionMaker.IsEnabled handling
Dropped StatValueChanged and TimeStatModifier into their own files