17,530 Commits over 1,614 Days - 0.45cph!
missed these in lasts checkin
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
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
Added Ground layer to TOD reflection mask
TOD prefab + default XML reflection cubemap masking fix
Desire.IsFulfilled in favor of a crappy update method
CreateBehaviourGroup tweak
Agent DM execution management tweaks
Removed BehaviourGroupConsideration
Work in progress on generalizing DM goal processing a bit.
ItemDesires no longer have a quantity property, simplifying desire management somewhat
Ported Desires to Agent+Desires
Fixed river shader going over interpolator limit
Touched ocean and river shaders.
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
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)
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
More desires and ECF tinkering, NRE catchers (+ warnigns) in DSE constructor
Expanding Unit+Desires system to support a generic ItemDesire type
EC filter tweaks, nuking yet more old con types
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)
Cherrypicking/reverting data vis tweaks
Deleted some old/crap goals/goal plans
Updated TOD
Data vis twaeks
Added scaling options to entity view prefabs via new EntityViewPrefab holder class derived from WeightObject, lacks editor integration for now.
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
Rocks are no longer consumable
Comment out unit angular velocity shit until I have time to make it good
Rigidbody on Unit not kinematic
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
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
-EntityCondition changes to better filter buildings (failed to do fanciness with a generic type method taking an Enum, tho :/ )
Toned down the stone material spec/smoothness
Nuked old biome
Fixed Berry Bush interaction positions distance
proper fix for human female this time
Moved/renamed construction test assets
somehow female had lost controller so rebuilt
Disable IK look at while its shit
Changed sleeping bool actions to new trigger names, updated Sleep effect
reenabled grass in the scene