branchbefore/maincancel

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

9 Years Ago
Consideration contribution error warning UI
9 Years Ago
Consideration contribution sliders lerp color Data save
9 Years Ago
Temporarily removed LOS check from combat ability selector
9 Years Ago
UDM decision log BC element/variant failure will print raw asset name + type rather than override
9 Years Ago
StatComparisonConsiderationSettings stat type selection draw attrib Renamed a consideration for clarity
9 Years Ago
UI tweaks
9 Years Ago
Added UI Hotspot event trigger utility component UI tweaks
9 Years Ago
Bubble prefab backup
9 Years Ago
rabbit improvements and made a bit slower and reimported spreadsheet stats
9 Years Ago
UI only shows a single notification, with queued count. Timeout remove/click to go to activity source position/entity HumanView.SetupClone destroyed any attached UnitViews (e.g. carried corpses) Activity refactoring/cleanup. Activity objects no longer store a type selection object, instead the ActivityTypes prop is abstract and derived types store expose "subtype" properties
9 Years Ago
More work on detecting when picking a ranged ability (shooting a bow) would be a bad idea, eg. you'd shoot straight into a cliff-side or a big stone. A wee bit hard/time-consuming to test, so this needs more testing to confirm whether it works to a desired degree or not.
9 Years Ago
Numerous UI tweaks. Desire text generation simplified
9 Years Ago
wolf updates
9 Years Ago
fixed error with old turn action trasitions
9 Years Ago
Momentum moved out of DecisionPlan and into GoalPlan
9 Years Ago
A minor improvement to adding player momentum to incoming variant.
9 Years Ago
- Take advantage of early exit opportunity in TrySetCurrentGoalPlanVariant when same goal plan but not a player command. - If incoming variant is a player command, add momentum to its score. - Behaviour Chain's decision score calculation was using the old multiplication method. Now finding average score through addition.
9 Years Ago
setup human turn anims to work when bool isTurning is active
9 Years Ago
- Working on raycast to ensure we're not trying to shoot through a wall/hill/tree/etc. Not 100% there yet. - Some more null testing in CraftItemSettings, we trust state too much it seems, or we're able to somehow get into a bad state... so got to look deeper into this issue in general.
9 Years Ago
Agent.TrySetCurrentGoalPlanVariant adds momentum to current GPV score for comparison
9 Years Ago
one more
9 Years Ago
text color tweak
9 Years Ago
thought bubble stuff
9 Years Ago
backup
9 Years Ago
DecisonMaker.FindBestGoalPlan buffers goal_decision's blackboard data before clearing decisions and creating new ones for goal plans (which recieve the blackboard data properly)
9 Years Ago
Merge from unit_desire BlackboardData Set nulls all data
9 Years Ago
removed scripts and other stuff
9 Years Ago
ui stuff
9 Years Ago
thought bubble stuff
9 Years Ago
more ph
9 Years Ago
Wait after move now 5 minutes Unit portrait layer tweaks
9 Years Ago
ui
9 Years Ago
various ui/ffects
9 Years Ago
fixed a gui oops
9 Years Ago
grammar
9 Years Ago
effects and ui
9 Years Ago
TrySetCurrentGoalPlanVariant cleanup/comments
9 Years Ago
ambient music for 'question' scene at startup
9 Years Ago
stop animal shiny being too shiny(needs more work)
9 Years Ago
new wolf male mesh
9 Years Ago
Removed momentum from DSE Score, cleaned up and commented Agent.TrySetCurrentGoalPlanVariant
9 Years Ago
DSE momentum and confidence multipliers applied at the end of the scoring, Goal/Plan "heritage" members removed and replaced with simple data id comparions in DecisionContext.GetMomentum
9 Years Ago
more skinning updates
9 Years Ago
made corpse skinning work by removing the interaction skinning and relying on the despenser setup to bring up the UI button
9 Years Ago
progress
9 Years Ago
pixel micromanagement
9 Years Ago
effect stuff
9 Years Ago
DSE comments
9 Years Ago
Effect icon tooltips
9 Years Ago
Some effect icons assignments because I cant take it anymore Item data fix (bow weapon type was corruped)