17,530 Commits over 1,614 Days - 0.45cph!
Don't generate notifications for any fulfilled desires
Unti info widget never displays empty string, only displays desire text for unfulfilled desires
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
Emotes not longer disabled by item pickup... (may result in some funky object clipping with certain animations)
EmoteSettings.Priority range field attribute
UI prefab save, fixed missed icon ref in animations
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)
AI Data save, graph layouts
Improved node snapping in AI designer
Minor tweaks to AI Designer drawing
AI Designer nodes snap after canvas panning too
Node snapping in AI Designer
extended damage shell up on human male face
Humans use the other mouth texture, because the DDS file filters poorly from an angle.
Unit damage fx files. (WIP)
Tiny optimization to herd average destination used for fleeing.
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".
Fixed lit alpha blended shader paths
Button sounds on various UI widgets
Buffer UnitFilterSourceArray in UDM
deer alert less frantic and loops
bear alert is the sniffing air one
AI module GoalPlan break conditions use blackboard mode
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
Senses perceived/surrounding/known units refactor.
Deleted Un-used GroupCanFindUnitCondition, and code from Knowledge
rabbit eating & alert state
Tutorial sub-task animation tweaks, play sound on complete (placeholder pop)
Building AI Module weight tweaks
Equip Carried Item Action
Stow Equipped Item Action
Pick Up and Equip
Pick Up And Stow
Is Holding Item Condition
Is Holding Anything
Is Holding Weapon
Equip Carried Item Action
Stow Equipped Item Action
Moved all third party stuff into Standard Assets in hope of speeding up compile times a bit
Deleted SEGI and Water2
TargetIsInRangeConditionSettings modes
Combat AI data pass
CookCorpse only accepts skinned corpses, doesn't force state
Corpse decay improvements/consistency
Added SetCorpseState Acton, added to Skin Corpse Interaction
IsPerceivedByTargetConditionSettings Modes
Fixed sneaking to target breaking all the time
Removing unnecessary stuff from FollowTargetSettings
GoalPlanVariant passes blackboard through to GoalPlan SimTick for break condition evaluation
Disable Unit.Navigation NMA autobreaking
Apparently I changed stuff in the AI Designer
Fixed deer not being properly attached to campfire
Fixed building container being disabled when it shouldnt
Player tutorials are no longer sequential, UI displays all subtasks
Fixed deer alert animation conflicting with isCarried state
Added temperature override to debug tools
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
Resizable nodes in AI designer
Min/max node sizes in AI Designers uses v2
Added player command related AI nodes (again)
Default min height of node in AI Designer set to 250.
Tweaks to AIDesigner+Drawing and resizing nodes.