17,530 Commits over 1,614 Days - 0.45cph!
Added maincamera script to apply ambient and camera frustum shader params (fix for missing ambient light)
Fixed skydome light layer mask to include transparent FX (fix for missing direct light)
removed random prefabs/models fomr greenbox
human anim eat with bool isEating
made dodge dodge less far
AI tweaks so that reacting to unseen attackers actually gets picked
UnitPortaitManager has seperate settings + prefabs for main portrait and tracker balls
Tooltip has fixed position
Player commands always override current behaviour
Exposed combat base range
Don't destroy loaded projectile on attack interrupt if it is our current weapon (shouldnt destroy anyway, need proper ammo handling for arrows etc)
Portrait texture destruction cleanup
Fixed behaviour descriptions being generated too early
Combat.OnAttackFire resets current weapon if throwing it
Fixed UnitPortaitManager not discarding old textures, yay memory leaks.
Show conditons on module nodes in the AI designer
Reworking combat AI modules a bit, split into movement, fighting etc
Human combat module now contains weapon management behaviours, rather than them living in the common module
Combat+Callbacks OnPickedUpItem checks if we're holding the item before setting as current weapon
Fixed non-player combat goal accidentally being chosen
Minor change to FollowTargetSettings for easier debugging of distance values
AIDesigner won't draw BehaviourChain elements if parent Goal or GoalPlan data is nulled (happens during module switch)
Reset to basic attack in Combat.SetCurrentWeapon when appropriate
null parent goal should cause an error now when populating blackboard read list
reverted to revision before I accidently deleted ragdoll from animal death, no idea how...
AIDesignerLayout.BC_BlackboardRead tweaks/readability
Combat+Callbacks item related stuff cleaned up, SetCurrentWeapon introduced
A little CombatAbilitySelectorSettings cleanup
Blackboard reads
changed walk idle blend time to make it look snappier
set anim_speed to take value from MagnitudeXZ instead of xyz to remove y spike
Reset target position and reached gate bool in Navigation.Stop
Navigation.IsMoving uses MagnitudeXZ
Navigation Tick back to er, Tick
Unit NMA autobreaking on by default
Fixed Corpse NRE
Fixed Human-Combat BB read
AnimationRootMotion toggles NavMeshAgent.autoBreaking on and off
ECS LateTick
Navigation destination reached conditions cleanup, commented out an extra one that we probably dont need
Entity.FixedTick actually called by EntityManager
Navigation tick logic in FixedTick
Fixed a bunch of bad AI data caused by merge in 6105
FixedTick through manager and ECS code
fix nan and made acceleration increase when sprinting and running
Deleted the EquipWeaponSelector, because it wasn't a selector
Moved weapon mangement behaviours into the Combat-Basic module under a human only Manage Weapons goal
EquipWeaponSelectorSettings always returns true, even if we can't find a weapon
checked in the wrong file with last checkin:(
dynamically set navmeshagent stopping distance
dynamically set navmesagent stopping distance
Fixed BehaviourChain.ContainsActionOfType not doing what it should
FollowTargetSettings Ends and Stops Navigation instead of setting destination to our position