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

9 Years Ago
Don't generate notifications for any fulfilled desires
9 Years Ago
Unti info widget never displays empty string, only displays desire text for unfulfilled desires
9 Years Ago
Removed AlwaysWin Condition Added ChanceCondition Added some icons to a few abiltiies that were missing them Added Canivore hunting AI perpcetion checks Emotes AI goal uses 50% chance condition to make it a little less constant Reduced Desire activity notification spam by only notifying on intial creation of unfilled desires
9 Years Ago
Emotes not longer disabled by item pickup... (may result in some funky object clipping with certain animations) EmoteSettings.Priority range field attribute
9 Years Ago
UI prefab save, fixed missed icon ref in animations
9 Years Ago
Scene save, missed adds
9 Years Ago
Removed Emote instance type, now we just reference EmoteSettings Added Emote Selector Added EmoteSettings to Blackboard data Added EmotePriority Consideration Re-wrote TriggerEmote Action to use Blackboard data Added gui_shape_dot sprite (petur I think you forgot to commit something)
9 Years Ago
AI Data save, graph layouts
9 Years Ago
Improved node snapping in AI designer
9 Years Ago
Minor tweaks to AI Designer drawing
9 Years Ago
AI Designer nodes snap after canvas panning too
9 Years Ago
Node snapping in AI Designer
9 Years Ago
extended damage shell up on human male face
9 Years Ago
Humans use the other mouth texture, because the DDS file filters poorly from an angle. Unit damage fx files. (WIP)
9 Years Ago
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9 Years Ago
Tiny optimization to herd average destination used for fleeing.
9 Years Ago
Added some error logs to Fixed Array, like when we try to Add elements when the array is full. Herds were adding target destinations that were NaN and shit, FA debug logging unweiled it, now "fixed".
9 Years Ago
Tut widget stuff
9 Years Ago
Fixed lit alpha blended shader paths Button sounds on various UI widgets
9 Years Ago
Buffer UnitFilterSourceArray in UDM
9 Years Ago
deer alert less frantic and loops bear alert is the sniffing air one
9 Years Ago
AI module GoalPlan break conditions use blackboard mode
9 Years Ago
Fixed some actions that store state not correctly calling their end impl on break Unit.Items drop/remove handling and Dispenser "pop" both parent items to their parent zone's item container
9 Years Ago
Senses perceived/surrounding/known units refactor.
9 Years Ago
Deleted Un-used GroupCanFindUnitCondition, and code from Knowledge
9 Years Ago
rabbit eating & alert state
9 Years Ago
Tutorial sub-task animation tweaks, play sound on complete (placeholder pop) Building AI Module weight tweaks
9 Years Ago
Equip Carried Item Action Stow Equipped Item Action Pick Up and Equip Pick Up And Stow
9 Years Ago
Is Holding Item Condition Is Holding Anything Is Holding Weapon Equip Carried Item Action Stow Equipped Item Action
9 Years Ago
Moved all third party stuff into Standard Assets in hope of speeding up compile times a bit Deleted SEGI and Water2
9 Years Ago
TargetIsInRangeConditionSettings modes Combat AI data pass
9 Years Ago
CookCorpse only accepts skinned corpses, doesn't force state Corpse decay improvements/consistency Added SetCorpseState Acton, added to Skin Corpse Interaction IsPerceivedByTargetConditionSettings Modes
9 Years Ago
Fixed sneaking to target breaking all the time
9 Years Ago
Removing unnecessary stuff from FollowTargetSettings
9 Years Ago
GoalPlanVariant passes blackboard through to GoalPlan SimTick for break condition evaluation
9 Years Ago
Disable Unit.Navigation NMA autobreaking
9 Years Ago
Missed some data saves
9 Years Ago
Apparently I changed stuff in the AI Designer
9 Years Ago
Fixed deer not being properly attached to campfire Fixed building container being disabled when it shouldnt
9 Years Ago
Player tutorials are no longer sequential, UI displays all subtasks Fixed deer alert animation conflicting with isCarried state
9 Years Ago
Added temperature override to debug tools
9 Years Ago
Pipe incoming GPV through GPV/BC/Behaviour/ActionChain and finally Action Break impl. SetDestination base break impl checks for matching action of same type in the incoming GPV and avoids stopping the navMeshAgent when a match is found Added a Navigation callback safety gate
9 Years Ago
Resizing improvements
9 Years Ago
Resizable nodes in AI designer
9 Years Ago
Min/max node sizes in AI Designers uses v2
9 Years Ago
Node drawing twaeks
9 Years Ago
Added player command related AI nodes (again)
9 Years Ago
Default min height of node in AI Designer set to 250.
9 Years Ago
Tweaks to AIDesigner+Drawing and resizing nodes.
9 Years Ago
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