17,530 Commits over 1,614 Days - 0.45cph!
-fixed mmb panning in DataVis
- Unit+Knowledge CraftDesire basics
- Added HasCraftDesiresCondition
- Top level goals skeleton WIP
- Fixed NRE in GoalSettingsEditor
- Added InviteToBreedingGroup Ability/DSE etc
doh- forgot to press save in unity
-CanFindOrCraftTool now checks whether tool is being carried by unit.
-merge with 'tribe_tracking_items'
-tribe now ticks
-tribe checks for items and their quantities amongst all known items, making a list of currently known eligible ItemSettings and their numbers
Split data vis Node into its own file
Added "Open Visualiser" button to Before Inspector/Before Editor Tab toolbars
Removed duplicate nodes in debug vis, added panning via MMB
More data vis, some Goal data tweaks
Just added a couple more comments to make the application of recursion in FindBestGoal slightly easier to grasp and understand.
Prevent infinite loop in finding best goal recursively.
- WIP DataVisualisation test
- Goal data tweaks
New Bear assets, still very WIP
Nothing really new with human but updated export script and this is the latest export with it.
Fixed potential NRE in BehaviourChain
Some SmartObject/Subscription refactoring, fixes some bugs with subscriptiosn getting stuck, but not super clean
HumanView+IK LookAt tweaks
Fixed campfire sitting crap in TribeStartArea
Unit LookAt fixes, humans now get stuck look at the campfire like idiots
Skip SmartObjects that are not valid for DM in FindBestInteractionPlanVariant
GoalPlan must be ticked before BehaviourChain, since BehaviourChain has the potential to change the state of Goal Plan Variant.
Expose playerGoalMomentum in PlayerController
BehaviourChain now holds a reference to the GoalPlanVariant that owns it
PlayerController Goal creation cleanupo
StopMomentum when you End a GoalPlanVariant, not when you Copy.
Expose start momentum from Goal Plan Variant, so that we have more options for affecting momentum externally.
Momentum now part of DecisionPlan rather than GoalPlanVariant, though it's still from GoalPlanVariant that we traverse the momentum tick all the way up to the top goal.
Hacky PlayerController goal creation test
Removed Momentum from Behaviour, now only carried by GoalPlanVariant
BehaviourChain.End accessibility fix
- Removed BehaviourStack, renamed Agent+Behaviour to Agent+Abilities
- Removed FindItem Action
Current goal will now be checked for whether it's equal to the next goal, or at least force it to end before we replace it with the new goal.
- Added BehaviourChainElement
- Refactored BehaviourChain.Add, Decisions no longer leave DM
- Removed Behaviour constructor overload, made target optional
Remove null check in BehaviourChain.CreateInteractionBehaviour
Replaced amtospheric music 001, changed tags on 018
- Fixed some issues with Building interactions being incorrectly disabled
- Some EntityComponent refactoring, added IEntityComponentSettings so EntityComponent uses a common type for settings
Fixed AddTexture errors (white billboard fix)
- Fixed issue with UpdateViewFromSourcePrefab in BeforeInspector
- Added new Goal : Gather Wood For Campfire
Refactoring Biome Material Library and Biome Material Object