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17,530 Commits over 1,614 Days - 0.45cph!

8 Years Ago
Moved desire creation params to BehaviourChain wrapper Follow camera offset clamp fuckery
8 Years Ago
Follow camera offset fiddling, still shit
8 Years Ago
changed values to make human turning a bit smoother
8 Years Ago
optimised animationrootmotion.cs slightly
8 Years Ago
bear root motion fix and also make sure attacks finish before starting the next one
8 Years Ago
Let's not divide by 0 when calculating combat related skill gains
8 Years Ago
thrown rocks will now actually fall to the ground
8 Years Ago
clear combat target also clears kill desires
8 Years Ago
Basic somewhat janky implementation of hunting in area
8 Years Ago
People now go to a desired hunting area (but don't do anything yet)
8 Years Ago
More changes to make hunt desires work. AI for hunting in area WIP.
8 Years Ago
Hunt desire creation from radial
8 Years Ago
Started adding Hunt Desire
8 Years Ago
Belief system boilerplate
8 Years Ago
tweaked territory AI thresholds to avoid territorial animals being stuck in a return to territory loop
8 Years Ago
Disabled offset in FollowCamera
8 Years Ago
Disabled auto tilt
8 Years Ago
Misc
8 Years Ago
Prefab fuckeries
8 Years Ago
Camera fuckeries
8 Years Ago
Disabled follow camera tilt, now only adjusted via zoom curve. Added movement input follow offset test
8 Years Ago
Player prefab, some follow camera field NonSerialized attribs
8 Years Ago
tweak
8 Years Ago
Wearable no longer implements ITickable
8 Years Ago
Item decay progress; Wearable uses similar calc to Buildings (Wearables have a rain resistence and armor) Tool and Weapon components have a Use method, with some temporary calc using Skill values Items that reach durability of 0 are destroyed. which records activity/spits UI notifications EntityComponentParameters can override array of required component types, validated in editor Touched a bunch of assets because of validation
8 Years Ago
follow camera returns if the target is null
8 Years Ago
Fixed combat accuracy calculation to not be derpy. Camera mode can be toggled with B key.
8 Years Ago
Moved item decay boilerplate to a component
8 Years Ago
Merge from item decay
8 Years Ago
MachineProcess start/stop cleanup
8 Years Ago
Tweaks
8 Years Ago
Portrait stat meters
8 Years Ago
Dispenser tooltips
8 Years Ago
More
8 Years Ago
UI refuckeries
8 Years Ago
Camera set to follow mode by default
8 Years Ago
cleanup
8 Years Ago
Fixes
8 Years Ago
Bunch of refactoring to deal with entity visibility (fog of war prep)
8 Years Ago
Switched a few resource and item gathering related find targets to use pathfinding based distance considerations
8 Years Ago
Fixed contextual hints showing in editor when not behaving as standalone
8 Years Ago
Hints UI stuff only shows in editor if we're flagged as BehaveAsStandalone
8 Years Ago
Fixed UnitIsBeingAttackedCondition not overriding all required methods to be used as a break condition for goal plans
8 Years Ago
Missed a )
8 Years Ago
Island1 spawn tweaks, added wolves. Fixed NRE in UnitSpawner when assigning a pre-exiting building view as the base Fixed error in TimeRangeParametersDrawer
8 Years Ago
Removed most foods from procedural spawns, added hand placed spawns to island01 Added new considerations to building AI module goal plans, people will now prioritise buildings that are nearer completion,or require fewer resources Target filters can now filter for interaction plans on the target entity, fixes a lot of cases where the AI would repeatedly fail to find a valid target for a given behaviour (gathering especially) Target filter editor improvements for the above ^
8 Years Ago
Desires.ClearPlayterCreatedDesires supports a list of exempt desire types PlayerController.ExecuteBuildingCommand doesnt clear existing Building or BuildingAction
8 Years Ago
Added BuildingConstructionStateConsideration
8 Years Ago
Fixed portraits not working after game restart
8 Years Ago
Minor ActionChain cleanup