17,530 Commits over 1,614 Days - 0.45cph!
Moved dragging detection to drag event type
Module exposure settings, clear combat target goal/plan
Fixed a bunch of edge case bugs with AI designer node management/graph updating etc
Attempted fix for next tutorial not triggering properly.
Removed some empty goal plans from the AI database
Fixed combat "Jog To & Attack Target" missing blackboard read
Fixed various issues with the unit commands widget
Added perception condition to Human food AI module/hunt goal plan
Resizing nodes except not
Added Animal Territory Herbivore AI.
Removed line instead of just commenting it out.
Removed deprecated attachment point test in unit attachments.
Merged
Starting adding stuff to differentiate a player commanded attack target
All UI animations used unscaled time
AI Designer add child node button moved to outside window so that it cannot be pushed down by DSE content listing
Updated Berry Bush to include Interaction Trigger
Renamed a perception condition
Fixed Sneak To & Attack GP not reading from blackboard
Put the new threat check condition back into the AI Designer
EDITING ALL THE BEHAVIOUR ASSET FILES BY HAND A LIKE A DRUNKEN CUNTWHISTLE TO FIX MY STUPID DATA MIGRATION ERRORS FROM EARLIER THIS EVENING
Added Condition Trigger.
Moved Alert and Fleeing checks to Conditions.
Added Unit Comparer static class with Hostility check.
Unity's crying over Destroy, wants DestroyImmediate.
Added DecisionContextScope enum for cleaner management of decision scope and weight/multiplier application
Player task animator states, colors and icon swap
latest export of human + merge
Ability.SetCombatTarget species comparison condition re-instated to prevent player commanding people to murder each other
UI time toggles animator fix
Fixed DataEditor creating assets using the base type as prefix when it the type is a subclass
Renamed a lot of assets to correctly match the scheme
new coms triggers to use for humans to communicate with each other
triggerComsPoint
triggerComsPointFloor
triggerComsComeHere
triggerComsShout
triggerComsYes
triggerComsNo
triggerComsDont
triggerComsTalk
Fixed commands modal firing gamespeed events when not open. duh.
AI tweaks
Time controls fixes
Removed DecisionPlan from the codebase
Added break conditions to GoalPlans, evaluated on SimTick
Increased perception range a bit
humans without attachment rigidbody or fixed joints