17,530 Commits over 1,614 Days - 0.45cph!
Fix MRE in CacheRagdollTransforms
Fixed NRE in SetDestinationSettingsEditor
Added CookCookableItem Action
Cleaned up Action state handling
LMB up is default interaction, RMB up radial, RMB down default for unit actions (e.g. combat)
made getting up from sitting more snappy
Items attached to other items are included in the Unit.Items list
Machine interaction intention generation can optionally specify a target process settings in InteractionSettings
Draft "cook item on fire" interaction
Renamed a bunch of shit
Added a hack that in BehaviourChain.Add that writes entity from intention to blackboard
- Moved a bunch of members out of the Items component and into the DespositEntity Action where their only usage lives
- UnitAttachments.AttachedEntities no longer includes Items
Cookable things will actually start cooking now
Always stop facing target if we move
More control over spawners in Zone
testbox_hunting spawners set up to test cooking
Fixed missing attachment data for meat and fish
Fixed unit ragdoll toggles breaking selection (was caching the root xform trigger)
Fixed data browser tab NRE when using up/down arrow keys to navigate asset listings
Split UnitDecisionMaker into a partial, cleaned up filtering and added pathfinding filter
Fixed UnitView.FaceTarget being shit, now tracks targets properly
WatchTarget breaks when the target can no longer be perceievd
trying to re add turning and sidestep&backpedal when units get pushed
ItemAttachments can attach any entity type
Moved Item.AttachedToITem to BaseEntity
- UnitView ragdoll rigidbody & collider caching
- Fixed occasional error caused by calling Unit.Navigation.Stop when a Unit is ragdolling
WatchTarget animations in action chain
moved ilsland02 back to build folders, fixed missing map camera
move isLooking bool from facetargetsttings to uniview
hooked up is looking animation to facetarget
'new game' motif for summer start
WIP improvements to human territorial AI
Fixing people getting stuck rotating to face a target even after the action ends
Moved human territory defend behaviour to combat/defensive module
Gating UnitView.Update rotation
EntityViewUtility.SetupCollider tweaks
trap asset has collider and much less verts in the teather
Use PathComplete instead of !PathInvalid for distance Consideration
People should now abandon a thrown weapon if they can't path to it.
QuadTree getter error logging.
Target Territory Consideration can now score non Unit targets.
IGrid now has a convenience method for getting value at an Entity's position
renaming and summaries of territory related considerations
Improved AssetMenu & AssetList groupings
Animals should move towards food they can smell if they can't find anything to eat
Lots of categories on various things
Tweaked Influence on buildings
Territory at target as bonus or consideration for various target filters
Added SmartObjectComponentSystem, update free interaction position counts in SmartObjkect.SimTick
Merge from entity smell to main
Cleaning up Senses.CanPerceive overloads
- Fixed null unit selection in AI Designer
- Added WIP Human Territory AI module
Goal plan editor and break condition eval cleanup
Watch target scoring improvements, break conditions
Started cleaning up face target/look at code
A bit more interesting application of mood change when scared and fleeing.
Combat/General/Observe Threat behaviour tweaks
Fixed perception checks not working for units in UDM