19,298 Commits over 1,614 Days - 0.50cph!
changed walk idle blend time to make it look snappier
Combat+Callbacks item related stuff cleaned up, SetCurrentWeapon introduced
A little CombatAbilitySelectorSettings cleanup
Blackboard reads
AIDesignerLayout.BC_BlackboardRead tweaks/readability
reverted to revision before I accidently deleted ragdoll from animal death, no idea how...
null parent goal should cause an error now when populating blackboard read list
Reset to basic attack in Combat.SetCurrentWeapon when appropriate
Minor change to FollowTargetSettings for easier debugging of distance values
AIDesigner won't draw BehaviourChain elements if parent Goal or GoalPlan data is nulled (happens during module switch)
Fixed non-player combat goal accidentally being chosen
Combat+Callbacks OnPickedUpItem checks if we're holding the item before setting as current weapon
Show conditons on module nodes in the AI designer
Reworking combat AI modules a bit, split into movement, fighting etc
Human combat module now contains weapon management behaviours, rather than them living in the common module
Fixed UnitPortaitManager not discarding old textures, yay memory leaks.
Portrait texture destruction cleanup
Fixed behaviour descriptions being generated too early
Combat.OnAttackFire resets current weapon if throwing it
Don't destroy loaded projectile on attack interrupt if it is our current weapon (shouldnt destroy anyway, need proper ammo handling for arrows etc)
Exposed combat base range
Player commands always override current behaviour
Tooltip has fixed position
UnitPortaitManager has seperate settings + prefabs for main portrait and tracker balls
AI tweaks so that reacting to unseen attackers actually gets picked
made dodge dodge less far
human anim eat with bool isEating
removed random prefabs/models fomr greenbox
Added maincamera script to apply ambient and camera frustum shader params (fix for missing ambient light)
Fixed skydome light layer mask to include transparent FX (fix for missing direct light)
Removed unused behaviour settings refs in PlayerController+Units
PlayerController command handling clears player created desires for the selected Unit unless if shift modifier is used
Normalized desire consideration
VicinityEffectTrigger deleted, replaced by generic the PhysicsListener system
Pre/PostSimTick through ECS
Senses using distance
Fixed data being repeatedly added to senses.
Decreased portrait RenderTexture size, also made them update less frequently
Portrait manager doesnt continuously recreate textures like a tit
Removed equip action from Interaction.PickUp
BeforeParticleLitAlphaBlend target 3.0
Fixed camera sometimes having incorrect tilt values when zooming out.
Fixed Units not actually being in the unit list.
Fixed player craft desires being wiped just after creation.
Removed AIDesignerData asset, now all AI module node graph data is stored on the module itself