17,530 Commits over 1,614 Days - 0.45cph!
Fixed Blackboard.Copy not working. Removed stupid keystates thing
Fixed PlayerController move commands being sent twice
DataAsset logging methods, debug string prefix cleanup
Actions.SetCombatTarget uses Blackboard.Get, logs failure
Replaced all external blackboard[] usage with .Get method
Let's not play audio for RandomFXSpawner FX if it doesn't actually have audio
- UDM filtering profile hooks
- Weather FX and sound fixes/improvements
- Added Storm weather, lightning FX via new RandomFXSpawner (WIP)
- Audio manager pooling stores default reference source for each type and sets common values to default when returned to pool
- Added Navigation debug logs
- Fixed bad rotations from SetDestination face target call
- Fixed wood log attachment offsets
- Improved fire FX
TribeActivity creation tidy up
PlayerProgression AI unlock activity tweak
UnitSpawner no longer abstract because unity was triggered
tribe combat activity now has a creator and thus triggers the trigger correctly
Activity data retrieved after creation, not in base constructor
Fixed missing data in Activity
Fixed shitty activity data mapping stuff
Various Activity related refucktoring
Fixed Combat.OnFlagRemoved not actually checking the fucking flag like a prick
Player instigated behaviour only overrides autonomous behaviour
Combat State added to debug
- Fixed GoalPlanVariant.IsPlayerInstigated not being properly set
- Agent.TrySetCurrentGoalPlanVariant considers player instigation equal to player commanded (break active behaviour if the incoming GPV is either, skip score comparison)
Blackboard.Copy updates keystate cache
Fixed waiting for a thrown weapon when we shouldn't
Senses LOS check no longer includes Buildings layer
Conditions.HasDesireSettings writes to blackboard
giving up trying to make animals turn be good for now
Senses non-unit entity LOS check has a slightly vertical offset to avoid bad ground hits
UDM only filters BaseEntity.IsUsable for items
Combat Ability changing now handled independently of moving towards target
DSE player instigation debug help
GPV logs player instigated
AttackUnit action safety break/end by testing Unit.Combat.IsAttacking flag
Foldout for decision makers in Agent debug drawer
Sort components drawers in EntityDebugDrawer
Fixed various items having wrong attachment points (caused by earlier enum re-ordering)
UnitView rotation doesnt set animator "IsTurning" until we've actually started turning
Fixed AnimalSpawner not calling base.OnValidate
UDM filtering skips over BaseEntity.IsUsable == false
More debug fuckeries
Removed UnitSpawner context menu (use Animal or Tribe)
Removed UnitCanPathfindTo condition
Entity debug drawer reflection fuckeries
small stick can no longer have items attached to it
CookCookable machine process overrides RemoveEntity and cleans cookable state
GoalPlan break condition debug log is gated by AIManager flag
DepositEntity action detachs items attached to the item being deposited, where applicable
Fixed NRE in Action.Break
Fixed occasional NavMeshAgent error when using CalculatePath in UnitDecisionMaker
Fixed occasional NRE in SetDestination