17,530 Commits over 1,614 Days - 0.45cph!
Dispenser and VisualFX tweaks
Inland terrain source files
missing from last checkin
Fixed a bug in EntityManager where we would close the tick simulation gate too early (when post-state ticking last multiple frames).
prettttyyyy sure this fixes bugs with animations glitching when exiting inCombat bool mode
rotated a bow a little
DebugGraph every time the selected debug unit commits to a new goal.
Removed usage of id based lookup of InteractionPlans in SmartObject
IBehaviourPlan no longer implements IComparable or exposes an "id" field
Added a "sit at campfire" GoalPlan to the human social module
Added some smartobject info the debug tools window
Added BehaviourChain DecisionScore to the DebugGraph for New Goal Plan Variant. Red topping for player commands.
adding spear attacks and trying to get them to work(dosent yet)
Added temporary conditions to AI Modules
Made Sleep Time a bonus consideration on relevant goals
A bunch of AIdesigner tweaks for no good reason
Minor SmartObject cleanup
Reworking UDM filtering to better support multiple interaction plans from the same data
BehaviourChain.CancelSmartObjectReservations is public
SetCurrentGoalPlanVariant cancels SmartObject reservations when incoming variant is not assigned
subscription/unsubscription call balance debug graph.
SmartObject.Unsubscribe tweak
No longer "clean up" SmartObject subscription in BehaviourChain.Break, instread rely on Behaviour.Break to do handle this internally
Added OnUnitFlagChange Action
Sleep/Sit Interactions wait for flag change to end
Removed optional "CompleteAtEndOfActionChain" flag from BehaviourPlanSettings
Fixed a bunch of bad consideration data
Moved graph smartobject debug to simtick, wrapped in editor if defs and AIManager.DecisionLoggingEnabled
made craft bashing anim loop
Fixed UnitDecisionMaker creating new behaviour plans...
Set NavMeshAgent.stoppingDistance in Unit.Navigation init
Reduced Agent+Desires momentum drain rate
Re-wrote Desire update bits in Unit.Items component
Made combat ability range handling more consistent, should fix some issues with combat getting interrupted.
Added a bool to activities to disable notifications.
Fixed some activity stupidity with buildings
UnitCollection null check
Arid biome + tod + spawn stuff
SetDestination now takes perception of target into account for the combat mode.
Added GetRandomDecision to DecisionMaker.
MakeDecision now takes a diversion_from_best value, if not 0 we use the random decision getter.
Added FSM.
Started on FSM impl for Breeding Group.
Tweaked a bunch of AI data weights
Added sparks to fire particle fx
Fixed bad scale on FX prefab
Commented out Smartobject subscription count balance tracking in Squiggle.
Goal and Goal Plan's MakeDecision calls now randomly picks among the best decisions diverting at most from best decision by a score of 0.1
Improved fleeing behaviours based on diet and threat level
Renamed CameraModule.ParentCamera to PlayerCamera for clarity
GetAverageGroundHeight based on Target rather than ParentCamera for less awkward camera control.
Ease on Y axis for the LookAt vector to move slightly more smoothly on the vertical axis.