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

9 Years Ago
missed these in lasts checkin
9 Years Ago
re-export of all human data to go with new rig (unfortunatly not polish work yet) setup wolf deeer and bear to use a generic animal controller with overrides, *warning* building properly with tools will probably revert to old controller
9 Years Ago
TOD/Water tweaks Added Petur's Auroras back into the SkyDome prefab, upated the shader with more exposed values, re-scaled the asset and split it into several submeshes EntityView scale fix
9 Years Ago
Added Ground layer to TOD reflection mask
9 Years Ago
TOD prefab + default XML reflection cubemap masking fix
9 Years Ago
Merge from tod_jan_16
9 Years Ago
Desire.IsFulfilled in favor of a crappy update method
9 Years Ago
CreateBehaviourGroup tweak Agent DM execution management tweaks Removed BehaviourGroupConsideration
9 Years Ago
HasDesireForItem tweak
9 Years Ago
Work in progress on generalizing DM goal processing a bit.
9 Years Ago
More Desires tweaking
9 Years Ago
ItemDesires no longer have a quantity property, simplifying desire management somewhat
9 Years Ago
Missed a bit
9 Years Ago
Ported Desires to Agent+Desires
9 Years Ago
Fixed river shader going over interpolator limit
9 Years Ago
Touched ocean and river shaders.
9 Years Ago
Updated ocean mesh with more border rings, ring spacing modifications for higher distant fog accuracy Added support for global fog in water and rivers for more seamless integration
9 Years Ago
Desire tweaks
9 Years Ago
Added terrain specular gloss control per-splat (requested by Petur) Updated shaders to 5.3.1; added normal encoding aware deferred reflection shader override Merged in speedtree shader fixes from Rust Merged in water2 updates from Rust (wip; global fog support pending) Added initial fog support for transparent surfaces (shader mods later) Changed sky dome probe reflection culling mask on TOD profiles to sky-only (was breaking water refls)
9 Years Ago
Added "sort by decision weight" button to GoalSettingsEditor, which does that UnitCanFindEntityCondition will create a new ItemDesire when it can't find the requested item (provided Id filter is present) Build Goals re-organisation ItemDesire files
9 Years Ago
Data save
9 Years Ago
More desires and ECF tinkering, NRE catchers (+ warnigns) in DSE constructor
9 Years Ago
Expanding Unit+Desires system to support a generic ItemDesire type
9 Years Ago
IsHoldingItem tweak
9 Years Ago
EC filter tweaks, nuking yet more old con types
9 Years Ago
Removed BehaviourPlanData, InteractionPlan now stores InteractionPlanData to serve the same purpose, old usage (crafting) should instead use Intentions when we re-implement the feature Added some EntityConditionFilter result caching/blackboarding in Group+Knowledge Foreach killing in GroupManager Deleted UnitCanFindCraftingItems consideration Deleted UnitCanFindItemOfType condition (replaced by UnitCanFindEntityCondition)
9 Years Ago
Cherrypicking/reverting data vis tweaks
9 Years Ago
Subtracting TOD commit
9 Years Ago
Deleted some old/crap goals/goal plans
9 Years Ago
Updated TOD Data vis twaeks
9 Years Ago
Fixing build errors
9 Years Ago
Save
9 Years Ago
Added scaling options to entity view prefabs via new EntityViewPrefab holder class derived from WeightObject, lacks editor integration for now.
9 Years Ago
http://files.facepunch.com/petur/2016/January/09/w.gif Added global AI (specifically just decision making) toggle in AgentManager, exposed on the debug window Settings tab. Decision log can be disabled (in both the decision log window and the debug settings tab) Something something just cliffsidethings.jpg
9 Years Ago
justbiomethings.jpg
9 Years Ago
Rocks are no longer consumable
9 Years Ago
Comment out unit angular velocity shit until I have time to make it good
9 Years Ago
Rigidbody on Unit not kinematic
9 Years Ago
A lorra lorra data changes AI no longer re-enables itself (unit flagging doesnt disable DM anymore, instead we rely on conditions to stop sleeping units making decisions) More unit movement tweaks, feeding angular velocity into the animator, lerping angular speed on the navmesh agent based on current speed
9 Years Ago
Unit movement now uses a callback from the animator state, to allow better control over animation in/out stuff Updated all anim controllers with new "triggerMovement" trigger and UnitMovement behaviour on their Movement state Changes to Unit.TrySetDestination/SetDestination to play nice with the above changes SkyDome cubemap settings improved in prefab/todDefault.xml Added AI toggle to the unit debug view Added example override controller in Units/Animals folder
9 Years Ago
-EntityCondition changes to better filter buildings (failed to do fanciness with a generic type method taking an Enum, tho :/ )
9 Years Ago
Toned down the stone material spec/smoothness
9 Years Ago
Nuked old biome Fixed Berry Bush interaction positions distance
9 Years Ago
proper fix for human female this time
9 Years Ago
Moved/renamed construction test assets
9 Years Ago
somehow female had lost controller so rebuilt
9 Years Ago
Missed a save
9 Years Ago
Disable IK look at while its shit
9 Years Ago
Changed sleeping bool actions to new trigger names, updated Sleep effect
9 Years Ago
reenabled grass in the scene