branchbefore/maincancel

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

9 Years Ago
Reset Unit.Animation params on death, hopefully. HumanView face overlay hookups for damage, and eye shader mood links
9 Years Ago
renamed human_male_damage to human_male_overlay
9 Years Ago
Assigned new task complete SFX
9 Years Ago
Rename file
9 Years Ago
Edit AI modules settings directly in AI Designer without having to inspect the asset in the regular unity inspector
9 Years Ago
tutorial task sfx
9 Years Ago
Added "Equip Weapon In Combat" GoalPlan to the Human/Items AI Module
9 Years Ago
Replaced some bools with an enum context setup in BeforeEditor Behaviours can be edited in-line/nested in the AI Designer BehaviourChain view
9 Years Ago
When we equip a weapon, that weapon's first (combat) ability is automatically set as active combat ability in Combat+Callbacks.
9 Years Ago
Merged from Equip and Stow branch.
9 Years Ago
Editor code was making the panda sad.
9 Years Ago
Fixed perception range condition
9 Years Ago
BehaviourChainElement generates descriptive text Updated descriptions for many Abilties and Interactions Removed the Breeding module from humans
9 Years Ago
Fight Common/Combat/Offensive/Fight Goal having a bad condition
9 Years Ago
Fixed Humam/Combat missing blackboard read
9 Years Ago
Cleanup.
9 Years Ago
Naming scheme.
9 Years Ago
Damage files.
9 Years Ago
Small eye tweaks. Reintroduced slightly different spec as a test. Made the blink actually proper instead of upside down.
9 Years Ago
Save
9 Years Ago
Fixed SetCombatTarget not setting Desire.PlayerCreated correctly
9 Years Ago
Combat AI cleanup
9 Years Ago
Compile fix
9 Years Ago
More Desires stuff, partial revert to allow pre-created desires to be directly added
9 Years Ago
Desire data assingment fixes
9 Years Ago
Desire momentum drain rate is slower for player created Desires Fixed ActionConstructBuilding not de-registering the Unit as an active builder on break
9 Years Ago
More Desires tweaks
9 Years Ago
Desire creation consistency/tweaks Fixed Ability:Flee not removing flee flag at end of ActionChain
9 Years Ago
Items/Building and Warmth AI Module tweaks, mostly weighting
9 Years Ago
Tooltip tweaks
9 Years Ago
Minor ItemDesire.CanBeFulfilled tweaks
9 Years Ago
Split up combat AI into a few seperate modules. Put player command related behaviours in their own module, only used by humans
9 Years Ago
Somewhat fixed approaching combat targets
9 Years Ago
Remade combat AI module graph
9 Years Ago
Added perception range condition and jogging when too far away from target to bother sneaking
9 Years Ago
Fixed AIDesigner showing override names for beahviours in Add Element drop down
9 Years Ago
Minor things
9 Years Ago
Comment
9 Years Ago
Moved UnitCollection creation into a method, made code more readable, fixed threat level not being calcuated at the right point
9 Years Ago
Unit+Info GetSkillLevelText grammar fix
9 Years Ago
Removed graph settings in AI designer, best values are hardcoded now, only sidebar width is exposed
9 Years Ago
AI designer tweaks
9 Years Ago
Shrub prefab save
9 Years Ago
Removed decor scale/rotate components from fruitbush source prefabs
9 Years Ago
Removed DecorScale and DecorRotate from the berry bush prefab (bad petur)
9 Years Ago
Data save
9 Years Ago
Removed TotalThreatConsideration and it's single usage in "Animal/Territory/Return To Territory" AI
9 Years Ago
VectorUtility GetRandomInsideRadius optionally includes a GetGroundHeight call Morale.GetFleeDestination uses above ext method, increased radius
9 Years Ago
Skill verbs in StatsUtility Renamed some Skills
9 Years Ago
Debug tools perception tweaks