17,530 Commits over 1,614 Days - 0.45cph!
changed sleep to use triggerStartSleeping and triggerStopSleeping
Serialization depth limit exceeded fixed?
humanoid mecanim was doing some horrible stuff to to the rig so updated rig to make it play nicer
Noticed in decision debug log that our Best GPV always scored 0, so went in and fixed that. Now their DecisionScore property will return the correct score.
Data changes, should result in less idling and more doing!
Spear prefab
Nuked old unsused meat prefabs
Fixed bad loop in MachineCanProcessItem
Fixed some warnings
Idle Ability tweaks
Editor GUI skin decision log GPV fix
Fixed issues with Unit init order
Personality stat modifiers are created on Unit init
Nuked most personality settings, leaving just Defender and Adventurer types with some basic modifiers
ActionChains call Break if they are empty
Fixed CanFindOrCraftToolCondition / IsCarryingRequiredToolCondition being shit
Replaced SetUnitFlag Action with AddUnitFlag/RemoveUnitFlag
Added SitDown idle ability, which applies the Resting flag and triggers the Resting Effect
Added search and filtering to DecisionLog
Improved rock weapon. Cleaned unused materials folder.
Defaults tweak on 3 shared item mats.
View management fixes again
Fixed some crap with BeforeInspector view management
updated run to look better holding an axe
LookAt action offset of 0,0.35,0 by default
Exposed LookAt offset vector in the LookAt ActionSettings
More DecisionLog tinkering
humans chop trees
axe appears in hands with no offset needed
item template fbx provided to make future item setup easier, if they are both the editor at 0,0,0 and the item is in the hand it should be fine
Killed some linq in Zone+InfluenceMaps
GUI skin stuff for Decision Log
A little work on DSE logging.
-Enityt Condition now supports masks for BuildingStates
"Best" styles for decision log
-FindUnbuiltBuilding checking for Foundation vs Construction
-shortcut (ctrl+alt+x) for decisionlog
-fixed up EntityCondition
-fixed up CanFindUnbuiltBuilding's data
rearragned human controller, added human sit anims and tweaked sleep anim flow
anims for humans
using axe
using hammer
looking at something close
looking at something far away
rummaging in a bush
succeeding doing something
Added a lowest score threshold to DSE, hardcoded to 100'000 for now, to prevent derp decisions of really low score.
Idle ability, Wander ability
Agents now have access to all abilties from AbilityManager, no longer stored in AgentSettings
Moved TOD xmls, data save
Cliffside topo fix
Added AbilityManager
Asset save
Added Wander Ability
Aded Goal : Idle under Goal : Self - Social
Lots of data changes
Added MachineCanProcessItem Condition
Re-wrote how target filtering works in UnitDecisionMaker (cc ptrefall please take a look)
Made DebugBestGoalPlanVariant not derp out as easily when target are not a unit.
EntityCondition/BuildingFilterSet improvement
EntityConditionSettings.DecisionLayer == Any
Added StoreTarget Action
Added a big more Decision Debug Log output for agents, that we can clearly read where we find Best Goal, Best Goal Plan and Best Goal Plan Variant.