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

8 Years Ago
UnitBehaviourWidget used foreach-loop on bce.Behaviour.ActionChain.Actions, changed to for-loop.
8 Years Ago
BaseBehaviour accessed ActionChain Actions FA with a foreach, replaced with a for loop.
8 Years Ago
DistanceConditionSettings evaluate doesn't access BlackboardReadKeys
8 Years Ago
Another case of foreach over an FA replaced with for loop.
8 Years Ago
DispenserProvidesDesiredItem now use for loop to access MyDesires FA, rather than GetEnumerator/Foreach.
8 Years Ago
Reduced shadow acne via fixed normal bias hack on nature/speedtree Deprecated transmission and custom BRDF + touched affected shaders Nuked unused deferred override shaders
8 Years Ago
Navigation uses a smaller valid radius sample check
8 Years Ago
GetFleeDestinationFromOrigin uses increasing deviation
8 Years Ago
Morale.GetFleeDestination makes seveeral attempts to find a valid destination, testing validity via Unit.Navigation.IsValidDestination
8 Years Ago
updated fence assets to use new shader technique
8 Years Ago
Item placement fixes
8 Years Ago
night ambience
8 Years Ago
Fixed the merge.
8 Years Ago
Expose Influence component in BuildingSettingsEditor
8 Years Ago
Merge from desires refactor
8 Years Ago
Added DesireTypesComparer
8 Years Ago
Added support for placement of items that are flagged as placeable in their data Added PlaceBlackoardItem Action Added craftable torch (no light or FX right now) Cleaned up Item callbacks, actions Intentions to namespace, refactored class names, updated refs in a bunch of code (mostly Actions) Saved island01 with splat painting disabled (cc frankie) Player commands cleanup, reduced code duplication
8 Years Ago
night time ambience
8 Years Ago
Sky+Camera scene auto loads and unloads when working on scenes with a Zone component in them Old EnumComperer removed, added some classes for other enum types in EnumComparers,
8 Years Ago
island01 tweaks & changed the terrain former script a bit
8 Years Ago
Increased allocated size for goal- and goal plan - binary heaps.
8 Years Ago
SelectedInteractableIndicator cleanup
8 Years Ago
Merged in Decision Making refactor (from recursive and re-evaluative approach to iterative/heap-based and evaluate-once).
8 Years Ago
Icons and building stuff.
8 Years Ago
Moved Desire.CanBeFulfilled to BaseDesire Crafting AI fuckeries Indicator shit
8 Years Ago
Updated ASE to v0.5.1
8 Years Ago
Fixed sleep at fire not working (fires were missing sleep interaction) Fixed Unit.Items.TryDepositItem invoking event before removal
8 Years Ago
Indicator fixes, cleanup etc
8 Years Ago
removed the pressure terrain tool as it crashes unity on startup
8 Years Ago
Unigore terrain former
8 Years Ago
Added TerrainFormer and TerrainPressurePaint Hover indicator only shows for selectable entities
8 Years Ago
Compile fix
8 Years Ago
run sfx to animation event
8 Years Ago
Save game UI loads snapshots on demand, doesn't allocate new textures
8 Years Ago
ambience stuff
8 Years Ago
ambience levels
8 Years Ago
mixer levels ambience
8 Years Ago
ambient sound
8 Years Ago
tiny hut wip
8 Years Ago
unit footstep levels
8 Years Ago
Unit biography stuff
8 Years Ago
Fixed BiomeMaterialObject.GetMaterialsFromLibrary not grabbing disabled/inactive renderers Fixed disabled BuildingView components on some prefabs... Fixed UnitItembar UI showing items that the Unit is not holding Split selectable indicator widget into two seperate widgets, one for hover and one for selected indiactors Building hovered indicator shows construction progress ball
8 Years Ago
added interaction positions back
8 Years Ago
changed materials back
8 Years Ago
Actually fixed building category toggle states
8 Years Ago
footsteps added to walk carry anim
8 Years Ago
making small shelter work
8 Years Ago
Compile fix AI tweaks
8 Years Ago
Fixed UnitCommandsWidget not reseting category toggle state AI designer inline creation for goals/plans in node graph
8 Years Ago
SmartObject init spits errors when interactions are flagged as positonal but no positions are defined