branchbefore/maincancel

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

9 Years Ago
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)
9 Years Ago
removed random prefabs/models fomr greenbox
9 Years Ago
human anim eat with bool isEating
9 Years Ago
made dodge dodge less far
9 Years Ago
AI tweaks so that reacting to unseen attackers actually gets picked
9 Years Ago
UnitPortaitManager has seperate settings + prefabs for main portrait and tracker balls
9 Years Ago
gui save
9 Years Ago
Tooltip has fixed position
9 Years Ago
Comment
9 Years Ago
Coouple of range tweaks
9 Years Ago
More
9 Years Ago
Cleanup
9 Years Ago
Player commands always override current behaviour
9 Years Ago
Exposed combat base range
9 Years Ago
Don't destroy loaded projectile on attack interrupt if it is our current weapon (shouldnt destroy anyway, need proper ammo handling for arrows etc)
9 Years Ago
Portrait texture destruction cleanup Fixed behaviour descriptions being generated too early Combat.OnAttackFire resets current weapon if throwing it
9 Years Ago
Fixed UnitPortaitManager not discarding old textures, yay memory leaks.
9 Years Ago
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
9 Years Ago
NOT equals
9 Years Ago
Combat+Callbacks OnPickedUpItem checks if we're holding the item before setting as current weapon
9 Years Ago
Fixed non-player combat goal accidentally being chosen
9 Years Ago
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)
9 Years Ago
Reset to basic attack in Combat.SetCurrentWeapon when appropriate
9 Years Ago
Save, debug for BB reads
9 Years Ago
null parent goal should cause an error now when populating blackboard read list
9 Years Ago
Save
9 Years Ago
reverted to revision before I accidently deleted ragdoll from animal death, no idea how...
9 Years Ago
More of the same
9 Years Ago
AIDesignerLayout.BC_BlackboardRead tweaks/readability
9 Years Ago
Combat+Callbacks item related stuff cleaned up, SetCurrentWeapon introduced A little CombatAbilitySelectorSettings cleanup Blackboard reads
9 Years Ago
changed walk idle blend time to make it look snappier
9 Years Ago
AI weights
9 Years Ago
Navigation cleanup
9 Years Ago
set anim_speed to take value from MagnitudeXZ instead of xyz to remove y spike
9 Years Ago
Reset target position and reached gate bool in Navigation.Stop
9 Years Ago
Navigation.IsMoving uses MagnitudeXZ
9 Years Ago
Navigation Tick back to er, Tick
9 Years Ago
Unit NMA autobreaking on by default
9 Years Ago
Fixed Corpse NRE Fixed Human-Combat BB read AnimationRootMotion toggles NavMeshAgent.autoBreaking on and off ECS LateTick
9 Years Ago
Navigation destination reached conditions cleanup, commented out an extra one that we probably dont need
9 Years Ago
Entity.FixedTick actually called by EntityManager Navigation tick logic in FixedTick Fixed a bunch of bad AI data caused by merge in 6105
9 Years Ago
FixedTick through manager and ECS code
9 Years Ago
fix nan and made acceleration increase when sprinting and running
9 Years Ago
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
9 Years Ago
Manage Targets changes
9 Years Ago
EquipWeaponSelectorSettings always returns true, even if we can't find a weapon
9 Years Ago
checked in the wrong file with last checkin:( dynamically set navmeshagent stopping distance
9 Years Ago
dynamically set navmesagent stopping distance
9 Years Ago
Fixed BehaviourChain.ContainsActionOfType not doing what it should FollowTargetSettings Ends and Stops Navigation instead of setting destination to our position
9 Years Ago
Items fix