19,298 Commits over 1,614 Days - 0.50cph!
Prevent infinite loop in finding best goal recursively.
- WIP DataVisualisation test
- Goal data tweaks
New Bear assets, still very WIP
Nothing really new with human but updated export script and this is the latest export with it.
Fixed potential NRE in BehaviourChain
Some SmartObject/Subscription refactoring, fixes some bugs with subscriptiosn getting stuck, but not super clean
HumanView+IK LookAt tweaks
Fixed campfire sitting crap in TribeStartArea
Unit LookAt fixes, humans now get stuck look at the campfire like idiots
Skip SmartObjects that are not valid for DM in FindBestInteractionPlanVariant
GoalPlan must be ticked before BehaviourChain, since BehaviourChain has the potential to change the state of Goal Plan Variant.
Expose playerGoalMomentum in PlayerController
BehaviourChain now holds a reference to the GoalPlanVariant that owns it
PlayerController Goal creation cleanupo
StopMomentum when you End a GoalPlanVariant, not when you Copy.
Expose start momentum from Goal Plan Variant, so that we have more options for affecting momentum externally.
Momentum now part of DecisionPlan rather than GoalPlanVariant, though it's still from GoalPlanVariant that we traverse the momentum tick all the way up to the top goal.
Hacky PlayerController goal creation test
Removed Momentum from Behaviour, now only carried by GoalPlanVariant
-some missing bit plastic had not realised existed
-tribe now ticks
-tribe checks for items and their quantities amongst all known items, making a list of currently known eligible ItemSettings and their numbers
-tribe compiles a list of currentlyCraftable items (means items whose basic components are available, no consideration given to needs for skill or tools)
-UnitCanFindToolConsideration was killed, and swapped with a CanFindOrCraftTool condition, which is much much prettier, by using the above functions
BehaviourChain.End accessibility fix
- Removed BehaviourStack, renamed Agent+Behaviour to Agent+Abilities
- Removed FindItem Action
7 'deselect' male vox added
Current goal will now be checked for whether it's equal to the next goal, or at least force it to end before we replace it with the new goal.
- Added BehaviourChainElement
- Refactored BehaviourChain.Add, Decisions no longer leave DM
- Removed Behaviour constructor overload, made target optional
Remove null check in BehaviourChain.CreateInteractionBehaviour
Replaced amtospheric music 001, changed tags on 018
- Fixed some issues with Building interactions being incorrectly disabled
- Some EntityComponent refactoring, added IEntityComponentSettings so EntityComponent uses a common type for settings
Fixed AddTexture errors (white billboard fix)
- Fixed issue with UpdateViewFromSourcePrefab in BeforeInspector
- Added new Goal : Gather Wood For Campfire
Refactoring Biome Material Library and Biome Material Object
- Merge from unit_5.3.x
- Regenerated foliage prefabs and biome material libraries
Updated custom speedtree and custom PBS/Standard shaders to 5.3 (needs shader reimport)
Also some scripts and meta files (from auto 5.3 upgrade)
Replaced atmospheric music 18
- Expose BaseBehaviourPlanSettings.CompleteAtEndOfChain in BehaviourPlanSettingsEditor
- BBPS.CompleteAtEndOfChain and BBPS.ForgetIfInterrupted default to true
- Updated all Interactions
- Better handling of GPV/BehaviourChain completion and reset
- Clear BCD in BC.Reset
- Added FixedArray.AddRange
Added atmospheric music 19
- Merge from GoalImprovements
- Fixed BehaviourChain DM exemption not working as intened
- Lots of kinda hacky overrides in BehaviourChain for adding behaviors without a Decision
- Unit debug view for current GPV, BehaviourChain, improved ActionChain display
- GoalPlanVariant.IsValid only true if the BehaviourChain count matches settings
Fixed minor bug making things not work as intended.
Switched from using a ceiling threshold of previous best decisions this tick to using a previous best decisions memory array, that we make sure we evaluate everything we need, even in cases where score at the same level in the goal hierarchy might score the same where further down into the hierarchy they will score differently. First come, first served.
Removed usage of IComparable<T>, now only using IComparable for make benefit of storing whatever you want in FixedArray
Merge from Goal Improvements
Fixed recursive decision making over goals, goal plans and goal plan variants, that we exhaust all our options rather than to not reach a decision.
Fixed some issues with regards to considerations being non-existen or there only being a single consideration in our DSE.
Cleaned up debug in DSE a bit, that it's not as intrusive on the code elegance.
- Pass BehaviourPlanData to new Behaviours on creation in DM, and in SmartObject.TrySubscribe
- BCD/BPD tweaks and error avoidance
- Fixed issue with AddCompensationFactorToScore turning scores NaN when a DSE has 0 considerations
- Resourcce.TryHarvest returns bool, outs list of harvested items
- DecisionPlan.ScoreForDecisionMaking returns Parameters property of the same name