19,298 Commits over 1,614 Days - 0.50cph!
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
Craft/Build toggles in UnitCommandsWidget
Unit+Info description returns highest skill level text
Confidence and momentum scoring changes (momentum now applied as multplier to DSE's final score)
Lots of AI data tweaks, split carnivore hunting food/hunting into seprate module
Some effect icons assignments because I cant take it anymore
Item data fix (bow weapon type was corruped)
made corpse skinning work by removing the interaction skinning and relying on the despenser setup to bring up the UI button
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
Removed momentum from DSE Score, cleaned up and commented Agent.TrySetCurrentGoalPlanVariant
stop animal shiny being too shiny(needs more work)
ambient music for 'question' scene at startup
TrySetCurrentGoalPlanVariant cleanup/comments
Wait after move now 5 minutes
Unit portrait layer tweaks
Combat AI now uses a "Kill" desire (but there are still some issues)
removed scripts and other stuff
Merge from unit_desire
BlackboardData Set nulls all data
DecisonMaker.FindBestGoalPlan buffers goal_decision's blackboard data before clearing decisions and creating new ones for goal plans (which recieve the blackboard data properly)
Agent.TrySetCurrentGoalPlanVariant adds momentum to current GPV score for comparison
- 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.
setup human turn anims to work when bool isTurning is active
- 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.
A minor improvement to adding player momentum to incoming variant.
Momentum moved out of DecisionPlan and into GoalPlan
fixed error with old turn action trasitions
Numerous UI tweaks. Desire text generation simplified
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.
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