17,530 Commits over 1,614 Days - 0.45cph!
Split conversations to partial
Conversations scoring fix
Fixed ConversationsComponentSystem not being managed properly
fixed pickups being annoying
Fixed null conditions in several target filters/interactions
Fixed Animation.CanSetParameter
Dummies are invincible
Fixed PickUpThrownWeapon not working
combat anim to combat pose
Value to Machine / Machine can process changed to Machine Process
Support for multiple intentions passed through behaviour construction and player commands
Conversations stuff
reed mace added to plants
turn anim bool islighting off on break
Fixed some items not using correct shader
Consumable colour fixes/tweaks
spear anim tag set to attackhit instead of attack fire
torso layer combat anims are only visual (no state tags set) as the base layer still plays them even while moving
Support for clearing animator bool change callbacks
made dummy avoidance skill 0 so it cant dodge and changed event timing on stick attack
Added ConversationTopic consideration, WIP AI changes to support conversation topics
Added CookableEx, GetCookable entity extension method
null check in CookCookableItem.End
Cleaning up various behaviour filters
Conversation topics work.
Simplified Intentions; no longer derive child types, pass target blackboard key in constructor
Fixed priority being added to goal plan scores
Fixed Combat.OnDroppedItem setting a new current weapon when it shouldn't
Splat enum rename, decor spawn tweaks
Fixed decor spawns not spawning more than one population
Biome materials support darkening relative to synced splat colors
bow anim fires forward now
reverting disabling ragdolls on game start
Decor + Grass spawn editor improvements
Fixing weather lerps, added randomisation to wind strength, removed "windy" weather type
Spawn populations use a new weighted wrapper type, can define normal alignment per object/entity
Fixed Animation null key error
More controller movement stuff
Added aperture, focal length and kernel size controls for DynamicDOF in free camera mode
More movement controls stuff
Basic gamepad unit movement controls
Minor optimisations in Effects, Animation and Agent+Behaviour.
Fixed Blackboard.Copy not correctly setting values for some keys (entity components)
Fixed AI debugger not working after leaving playmode
Fixed another filtering NRE
Fixed pontential NRE in UnitDecisionMaker+Filtering when evaluating interaction subscription without filtering by EntityType
Fixed DM Goal priority being broken as all fuck, now used as part of score (testing)