19,298 Commits over 1,614 Days - 0.50cph!
Resizing nodes except not
Fixed various issues with the unit commands widget
Added perception condition to Human food AI module/hunt goal plan
Fixed combat "Jog To & Attack Target" missing blackboard read
Removed some empty goal plans from the AI database
Attempted fix for next tutorial not triggering properly.
Fixed a bunch of edge case bugs with AI designer node management/graph updating etc
Module exposure settings, clear combat target goal/plan
Moved dragging detection to drag event type
Shaderforge 1.27, still broken tho.
Tweaks to AIDesigner+Drawing and resizing nodes.
Default min height of node in AI Designer set to 250.
Added player command related AI nodes (again)
Min/max node sizes in AI Designers uses v2
Resizable nodes in AI designer
Pipe incoming GPV through GPV/BC/Behaviour/ActionChain and finally Action Break impl.
SetDestination base break impl checks for matching action of same type in the incoming GPV and avoids stopping the navMeshAgent when a match is found
Added a Navigation callback safety gate
Added temperature override to debug tools
Player tutorials are no longer sequential, UI displays all subtasks
Fixed deer alert animation conflicting with isCarried state
Fixed deer not being properly attached to campfire
Fixed building container being disabled when it shouldnt
Apparently I changed stuff in the AI Designer
Disable Unit.Navigation NMA autobreaking
GoalPlanVariant passes blackboard through to GoalPlan SimTick for break condition evaluation
Removing unnecessary stuff from FollowTargetSettings
Fixed sneaking to target breaking all the time
CookCorpse only accepts skinned corpses, doesn't force state
Corpse decay improvements/consistency
Added SetCorpseState Acton, added to Skin Corpse Interaction
IsPerceivedByTargetConditionSettings Modes
TargetIsInRangeConditionSettings modes
Combat AI data pass
Moved all third party stuff into Standard Assets in hope of speeding up compile times a bit
Deleted SEGI and Water2
Is Holding Item Condition
Is Holding Anything
Is Holding Weapon
Equip Carried Item Action
Stow Equipped Item Action
Equip Carried Item Action
Stow Equipped Item Action
Pick Up and Equip
Pick Up And Stow
Tutorial sub-task animation tweaks, play sound on complete (placeholder pop)
Building AI Module weight tweaks
rabbit eating & alert state
Deleted Un-used GroupCanFindUnitCondition, and code from Knowledge
Senses perceived/surrounding/known units refactor.
Fixed some actions that store state not correctly calling their end impl on break
Unit.Items drop/remove handling and Dispenser "pop" both parent items to their parent zone's item container
AI module GoalPlan break conditions use blackboard mode
deer alert less frantic and loops
bear alert is the sniffing air one
Buffer UnitFilterSourceArray in UDM
Fixed lit alpha blended shader paths
Button sounds on various UI widgets
Added some error logs to Fixed Array, like when we try to Add elements when the array is full.
Herds were adding target destinations that were NaN and shit, FA debug logging unweiled it, now "fixed".
Tiny optimization to herd average destination used for fleeing.