19,298 Commits over 1,614 Days - 0.50cph!
5.2f1
Human rig fixes and anim controller tweaks (begone, ice skating cave people)
updating third party stuffs
native non-adaptive tonempping renabled until something nice gets configured
Fixed Unit.FindClosestNavmeshPosition not working
All movement related actions now call the correct SetDestination(Vector3 position, IAction source_action) method to register callbacks
Actually fixed the potential crash related to navmesh position sampling
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More cleanup and tweaks
Added Skill.Archery and Ability.ShootBow
Organising scripts a bit
Skill and Ability boilerplate + editor support
Added BehaviourPlan, BehaviourPlanSettings
Changed SleepTime Consideration curve to ensure it hits 0 response on 0 score.
Changed SleepScore DSE to make SleepTime have a contribution of 1.
DM tick fixes, Agent IsActive false on unit death
player commands wake up units
Added HasEffect Condition, AgentEffect Trigger
temp hack to stop player giving sleeping or dead units commands
zone IM lazy map creation and better init
remove debugbox from GoToRandomSpot
HarvestResource re-write
Resources now dispense all of the target resource on harvest
-wandering is now safe aware.
resource interaction tweak
moved fruit bush to their own spawn
remove debug box from random spot action
add count check to Agent+Effectsd AddEffect ()
idle movement improvements, DM idle eval tick moved to method, idle behaviour eval tick delay randomised
store interaction settings in ResourceItemSettings
added GoToRandomSpot to test less safety focused idle movement actions
nuked some old scenes
added a randomised timer to agent idle DM
-re-added material to projector, IM debug should now work +merge
island changes, spawn changes, BMO init fix
Yet another NRE triggered in Before Debug Tab.
-pleasing the bill (removed commented code, and comment that tells you when the movetosafety action fires, added a useful/explainative commit message).
Fixed a couple presumtions in Before Debug Object.
-Finding safest spot consideration in, working a bit with humans vs bears in smartobject_test
-merge with all previous stuffs
...and Decision Context should allow Target be null in calcualting bonus factor.
Test for null when evaluating for idle behaviours.
Idle Behaviours should be able to trigger even when there's no other decisions to be made...
First draft over TOD Consideration. It takes a peak hour and a time range to define what score to return.
Updated topology layers
Repainted greenbox, smartobject_test, wip island 01
Spawn tweaks
Added tall pine spawn
Removed error in Resource regarding two interaction requirement (resource does not require two interactions cc ptrefall)