17,530 Commits over 1,614 Days - 0.45cph!
Optimized the check for whether we've traversed the entire decision space, so that we don't check unless our traversal memory is at least as big as the decision space.
GoalSettingsEditor will force DecisionPlan.ScoreForDecisionMaking to false if the Goal has no plans or children in data
We weren't rejecting on comparison with traversal memory quite the right way. Fixed now.
Fixed DecisionLog resetting when editor is paused
Fixed CreateActivityActionSettingsEditor not inheriting from base
Added a lot of animation param actions back into Interaction ActionChains
Made human gathering use 3 states in mechanim (in/loop/out) cc frankieh
Fixed fruit bush missing collider/lod
Renaming some Actions
More \nature\grass test files.
improved deer
added basic material colours to the bear
Agent.DecisionLog clears when it reaches capcity (1000)
-AlwaysWin consideration
-CanFindUbuiltBuilding Condition
-yam
-Fixed Self-Physio goal always winning
Units now get the MaxSpeed stat base value from SpeciesSettings on creation
Added auto grass spawn refresh toggle to world debug tab
Some stat/SO serialization tinkering
Added a summary in BuildingStates to un-confuse the confused
Added EntityConditionFilterDrawer
deleting this so I dont re grab it when updating workspace
Agent.DecisionLogs uses FixedArray
Metas, apparently
-conditions and considerations made system serializable in templates, else you could not assign them to a goal.
Was storing the current SmartSubscription on the InteractionPlan, which is owned by the SmartObject... so this is kind of wrong
Moved caching of SmartSubscription over to Agent, and exposed that in BehaviourChain, that we can properly manage unsubscribing from a SmartObject when a BehaviourChain is ended abruptly.
Removed unsubscribe hack in SmartObject.
Added a proper unsubscribe when a BehaviourChain Completes (need to verify that it's enough to just unsubscribe the current behaviour plan).
SmartObject's CanSubscribe, when there is a required interaction id in place, we should return whether the incoming interaction id is the one required or not.
- Return null if best decision has a score of 0.
- If we traverse the goal hierarchy, but failed to find a result down one branch, look down another sibling branch, or go up one level and continue looking there. Just make sure we return the new branch result, like we were NOT doing!!!
Deleted some old un-used actions with missing types
DecisionLog twaeks
Fixed some issues with DecisionLog
Fixed dict lookup error, improved consideration logging
Added Decision Log debugger window, allows for stepping through DM ticks for the selected Unit's Agent
/Nature/Grass folder stuff.
-And more templates for Action and Consideration
-You should finally be able to create Conditions with a template, like you do with classes. It will create $Name$Condition.cs and $Name$ConditionSettings.cs
Renamed MaxStatConsideration to GroupedConsideration, now takes a list of Considerations and returns the highest score, should/could probably be handled throgh some grouping system
Added MaxStatConsideration which takes an array of stats and returns the max value as score
Stat implements IComparable
Added a Description field to Condition and Consideration Settings
deer has a rough ragdoll and test left and right run anims.
Fix NRE in BeforeEditorTab related to null elements in GoalSettings.ChildGoals
Fixed bad Alive and Sleeping effect values
Switched human movement blend tree to 2d Freeform Cartesian
Stopped PlayerController calling SmartObject.TrySubscribe
-yam
-assigned collider to rock so it doesn't fall through ground.
Fixed compile error in PlayerController
Removed BehaviourChain Add overload, updated usage in PlayerController to pass a plan instead of a behaviour instance
Assign Behaviour.BehaviourChain in BehaviourChain.CreateInteractionBehaviour/CreateAbilityBehaviour
Agent+Goals now checks whether the current goal plan variant is in higher regard than the new one it tries to replace it with.
BehaviourChain.Add assigns element.Behaviour.BehaviourChain
fixed human female anims
changed sleep anim to hide eyes
test anims for human run while leaning left and right
removed male prop objects
PlayerController refactoring and cleanup
Effect and Trigger organisation/cleanup
EffectParametesDrawer improvements
NestedEditorDrawer supports enum selection of Asset types from abstract base types
Allow StatMeasurement to target either Current or Normalized value of a RangedStat (Need, Vital etc)