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19,298 Commits over 1,614 Days - 0.50cph!

9 Years Ago
Player exposure control in AI Module, Goal, Goal Plan and Behaviour data types, editor support UnitBehaviourWidget only shows player exposed behaviours Fixed SetDestination NRE related to PositionRelativeToUnitSelector's blackboard position write
9 Years Ago
file
9 Years Ago
messy ui commit
9 Years Ago
Craft/Build toggles in UnitCommandsWidget Unit+Info description returns highest skill level text
9 Years Ago
Data save
9 Years Ago
Confidence and momentum scoring changes (momentum now applied as multplier to DSE's final score)
9 Years Ago
Removing debug logs
9 Years Ago
Lots of AI data tweaks, split carnivore hunting food/hunting into seprate module
9 Years Ago
Some effect icons assignments because I cant take it anymore Item data fix (bow weapon type was corruped)
9 Years Ago
Effect icon tooltips
9 Years Ago
DSE comments
9 Years Ago
effect stuff
9 Years Ago
pixel micromanagement
9 Years Ago
progress
9 Years Ago
made corpse skinning work by removing the interaction skinning and relying on the despenser setup to bring up the UI button
9 Years Ago
more skinning updates
9 Years Ago
DSE momentum and confidence multipliers applied at the end of the scoring, Goal/Plan "heritage" members removed and replaced with simple data id comparions in DecisionContext.GetMomentum
9 Years Ago
Removed momentum from DSE Score, cleaned up and commented Agent.TrySetCurrentGoalPlanVariant
9 Years Ago
new wolf male mesh
9 Years Ago
stop animal shiny being too shiny(needs more work)
9 Years Ago
ambient music for 'question' scene at startup
9 Years Ago
TrySetCurrentGoalPlanVariant cleanup/comments
9 Years Ago
effects and ui
9 Years Ago
grammar
9 Years Ago
fixed a gui oops
9 Years Ago
various ui/ffects
9 Years Ago
ui
9 Years Ago
Wait after move now 5 minutes Unit portrait layer tweaks
9 Years Ago
more ph
9 Years Ago
Combat AI now uses a "Kill" desire (but there are still some issues)
9 Years Ago
thought bubble stuff
9 Years Ago
ui stuff
9 Years Ago
removed scripts and other stuff
9 Years Ago
Merge from unit_desire BlackboardData Set nulls all data
9 Years Ago
DecisonMaker.FindBestGoalPlan buffers goal_decision's blackboard data before clearing decisions and creating new ones for goal plans (which recieve the blackboard data properly)
9 Years Ago
backup
9 Years Ago
thought bubble stuff
9 Years Ago
text color tweak
9 Years Ago
one more
9 Years Ago
Agent.TrySetCurrentGoalPlanVariant adds momentum to current GPV score for comparison
9 Years Ago
- Working on raycast to ensure we're not trying to shoot through a wall/hill/tree/etc. Not 100% there yet. - Some more null testing in CraftItemSettings, we trust state too much it seems, or we're able to somehow get into a bad state... so got to look deeper into this issue in general.
9 Years Ago
setup human turn anims to work when bool isTurning is active
9 Years Ago
- Take advantage of early exit opportunity in TrySetCurrentGoalPlanVariant when same goal plan but not a player command. - If incoming variant is a player command, add momentum to its score. - Behaviour Chain's decision score calculation was using the old multiplication method. Now finding average score through addition.
9 Years Ago
A minor improvement to adding player momentum to incoming variant.
9 Years Ago
Momentum moved out of DecisionPlan and into GoalPlan
9 Years Ago
fixed error with old turn action trasitions
9 Years Ago
wolf updates
9 Years Ago
Numerous UI tweaks. Desire text generation simplified
9 Years Ago
More work on detecting when picking a ranged ability (shooting a bow) would be a bad idea, eg. you'd shoot straight into a cliff-side or a big stone. A wee bit hard/time-consuming to test, so this needs more testing to confirm whether it works to a desired degree or not.
9 Years Ago
UI only shows a single notification, with queued count. Timeout remove/click to go to activity source position/entity HumanView.SetupClone destroyed any attached UnitViews (e.g. carried corpses) Activity refactoring/cleanup. Activity objects no longer store a type selection object, instead the ActivityTypes prop is abstract and derived types store expose "subtype" properties