17,530 Commits over 1,614 Days - 0.45cph!
Consideration contribution error warning UI
Consideration contribution sliders lerp color
Data save
Temporarily removed LOS check from combat ability selector
UDM decision log BC element/variant failure will print raw asset name + type rather than override
StatComparisonConsiderationSettings stat type selection draw attrib
Renamed a consideration for clarity
Added UI Hotspot event trigger utility component
UI tweaks
rabbit improvements and made a bit slower and reimported spreadsheet stats
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
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.
Numerous UI tweaks. Desire text generation simplified
fixed error with old turn action trasitions
Momentum moved out of DecisionPlan and into GoalPlan
A minor improvement to adding player momentum to incoming variant.
- 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.
setup human turn anims to work when bool isTurning is active
- 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.
Agent.TrySetCurrentGoalPlanVariant adds momentum to current GPV score for comparison
DecisonMaker.FindBestGoalPlan buffers goal_decision's blackboard data before clearing decisions and creating new ones for goal plans (which recieve the blackboard data properly)
Merge from unit_desire
BlackboardData Set nulls all data
removed scripts and other stuff
Wait after move now 5 minutes
Unit portrait layer tweaks
TrySetCurrentGoalPlanVariant cleanup/comments
ambient music for 'question' scene at startup
stop animal shiny being too shiny(needs more work)
Removed momentum from DSE Score, cleaned up and commented Agent.TrySetCurrentGoalPlanVariant
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
made corpse skinning work by removing the interaction skinning and relying on the despenser setup to bring up the UI button
Some effect icons assignments because I cant take it anymore
Item data fix (bow weapon type was corruped)