17,530 Commits over 1,614 Days - 0.45cph!
NRE catch in SpawnHandler
Should fix GC in UDM (moved decision delegate to a method rather than a silly evil closure)
DSE only generates logging data when the DecisionContext.Myself.Agent is the selected for debug
-DecisionLog starts up with logging enabled, and automatically disables it on close too
this should fix the females shoulders being in the same place as the males and looking odd, female uses its own avatar instead of the male, it might need tools updated to build correct avatar to asset
Improved/standardised read/write to BehaviourChainData, updated all GoalPlan BCs (with help from mau)
Re-organised Content/Items into category folders
Amplify AO prefab settings
checking in because I need to dirty all assets
Added missing Encoding.cginc dependency for occlusion
Moved shaders to Content/Shaders and replaced paths in shaders that used it
BehaviourChainData property mapping exposed to data
There may be bugs
Fixed missing edibles and renamed some things.
Amplify Occlusion added to player camera but disabled because errors
Ocean tweaks, foam textures
BCD properties, StoreTarget mapping via enum
Ported over new SSAO implementation from Rust
Set all item views to 0.5 min interaction distance
Exposed minimum interaction distance in ItemViewEditor, also set default to 0.5 units
PickDesire action calls new Agent.SetActiveDesire method, passing in a filter defined in the action settings
Removed desire creation from CanFindBuildingMaterials (renamed)
Added CanFindAnyMaterialsForBuilding condition type, which checks whether a Unit can find (either/or) any materials on the Building's requirements list, or Resources that can provide any of those required items
Refactored Building quite a bit
Fixing some EntityCondition data
Building 3 plan structure (data incoming)
-removed HasRequiredToolCondition
-condition for hasRequiredTool (not yet implementing desires)
-some reordering of goals+plans for building
-decision log starts up with logging enabled
-readded filtering by state for buildings in entitycondition.
-camera keeps moving when orbiting while following
Machine conditions can check if the required process is running, available
Fixed UCFEC not applying entity component filters correctly
Fixing some condition data brokeny refactor
Added EntityComponent filtering to EntityCondition
Cleaned up Machine/MachineProcess a bit
Lots of data changes
Fixed bad skin update stuff in BuidingView
Goals data
Some data tweaks to get fire related goals working again
Removed unused params in river shader
Agen.AddDesire checks for existing desires (params id comparison)
DSE runs AddAgentDesires when exiting early due to Condtion eval failure
Fixed DecisionContext not reigstering Desire requests properly
Bulk action rename
Data save
Fixed Agents not ticking DM
Made Desire system generic, adding params classes for data exposure
Added a DesireFilter system used in DesireCondition
Exposed DecisionLayer and ConditionType data as readonly fields in Condition & Consideration Editors
Water specular and smoothness control (doesn't affect SSR)
Updated amplify motion to v1.7.1
Fixed water hot reloading errors
Renamed CanFindOrCraftTool to CanFindRequiredTool condition, also removed the crafting items check
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon