19,298 Commits over 1,614 Days - 0.50cph!
updated amplify occlusion to latest
Action state handling / allocation improvements
Metas apparently
Merge from main
Updated SetDestinationBase with new state management patterns
Manual merge of action state changes from 5.4 branch because plastic is a dick
Deleted unused impregnate ability, fixed some missing actions
Added data validation to BaseBehaviourPlanSettings
replaced female select vox
AIDesigner cleanup, layout class
replaced and added female vox deselects
Added Desire creation support to BehaviourChain Selector elements, exposed via editor and handled by UnitDecisionMaker (no longer hooked up in DSE/DecisionContext)
Desire no longer stores DesireParameters, instead derived types store data as properties
Removed IDesire interface since base Desire no longer requires generics
Desire creation allocation avoidance in actions
Fixed UnitViewUtility not updating prefabs from source correctly
Audio file metas
Desires data properly assigned in Unit.Desires.AddDesire
Desire.Equals overloads compare DesireParameters rather than Desire
ActionState reset handling/cleanup
Fixed Wait Action state handling causing errors
Clamp Unit senses radius to 75, fixed scale of the trigger itself
Some minor cleanup to the combat ability selector code and a suggestion/comment.
made ragdolls stop glitching when scale is not 1
add force to correct bone from correct distance in ragdoll when hit by arrows(has some other problems)
Temp caching target for slightly better readability.
Removed range check for ranged attacks when shooting.
Lets only clean up the dead after Post state of sim tick
Moved tick of Effects away from Sim Tick.
Fixed moving to target Abilities not having access to current combat ability
Action.BreakChain renamed to Break, logs on break when agent.Entity is selected for debug
UnitCollection now has a proper data type (UnitCollectionSettings)
Unit collections tab in data editor
Fixed bad field instantiation in UnitSettings
Removed another range check for ranged abilities
Trigger radius for senses should be a bit smaller now
UnitSettingsEditor NRE fix
Added generic unit collection settings,
Fixed TakeFromDispenser not allocating state array on enable
Actions : TakeFromDispenser waits for callback instead of ending, when it should
Fixed shitty view management bugs
first pass sneaking anims
Effects component removes all active effects in PreDestroy
Unit.Items.OnPickedUpItemCallback now properly tests picked up items against existing unfufilled Desires
VisualFX FollowUnitHead positioning mode ignores rotation
Fixed entity view creation not properly zero-ing assets
Fixed issues with projectile VisualFX
fixed broken building views and added missing interaction positions to mud hut 01
This "should" be more correct handling of flee destination (it can now fail).
Some small touchups to Morale and fleeing.
Removed AlwaysWin condition from some AI data (not needed anymore)