19,298 Commits over 1,614 Days - 0.50cph!
Improved AssetsOfType
Data
BehaviourGroup cleanup, editor tweaks to support goals and fix DSE params issue
Ported StatLinkerSettings to StatLinkerParameters
Added top level Group Goals
Fixed BehaviourGroup decision maker NRE
Added amplify color LUT pack
NonSerizlied attempts to stop error spam about serialization depth aka fuck you Unity
Misc cleanup, comments, summaries in DM classes
Allow StatMeasurement to target either Current or Normalized value of a RangedStat (Need, Vital etc)
PlayerController refactoring and cleanup
Effect and Trigger organisation/cleanup
EffectParametesDrawer improvements
NestedEditorDrawer supports enum selection of Asset types from abstract base types
fixed human female anims
changed sleep anim to hide eyes
test anims for human run while leaning left and right
removed male prop objects
BehaviourChain.Add assigns element.Behaviour.BehaviourChain
Agent+Goals now checks whether the current goal plan variant is in higher regard than the new one it tries to replace it with.
Removed BehaviourChain Add overload, updated usage in PlayerController to pass a plan instead of a behaviour instance
Assign Behaviour.BehaviourChain in BehaviourChain.CreateInteractionBehaviour/CreateAbilityBehaviour
Fixed compile error in PlayerController
-yam
-assigned collider to rock so it doesn't fall through ground.
Switched human movement blend tree to 2d Freeform Cartesian
Stopped PlayerController calling SmartObject.TrySubscribe
Fix NRE in BeforeEditorTab related to null elements in GoalSettings.ChildGoals
Fixed bad Alive and Sleeping effect values
deer has a rough ragdoll and test left and right run anims.
Added MaxStatConsideration which takes an array of stats and returns the max value as score
Stat implements IComparable
Added a Description field to Condition and Consideration Settings
Renamed MaxStatConsideration to GroupedConsideration, now takes a list of Considerations and returns the highest score, should/could probably be handled throgh some grouping system
-You should finally be able to create Conditions with a template, like you do with classes. It will create $Name$Condition.cs and $Name$ConditionSettings.cs
-And more templates for Action and Consideration
/Nature/Grass folder stuff.
Added Decision Log debugger window, allows for stepping through DM ticks for the selected Unit's Agent
Fixed dict lookup error, improved consideration logging
Fixed some issues with DecisionLog
Deleted some old un-used actions with missing types
DecisionLog twaeks
- Return null if best decision has a score of 0.
- If we traverse the goal hierarchy, but failed to find a result down one branch, look down another sibling branch, or go up one level and continue looking there. Just make sure we return the new branch result, like we were NOT doing!!!
SmartObject's CanSubscribe, when there is a required interaction id in place, we should return whether the incoming interaction id is the one required or not.
Removed unsubscribe hack in SmartObject.
Added a proper unsubscribe when a BehaviourChain Completes (need to verify that it's enough to just unsubscribe the current behaviour plan).
Was storing the current SmartSubscription on the InteractionPlan, which is owned by the SmartObject... so this is kind of wrong
Moved caching of SmartSubscription over to Agent, and exposed that in BehaviourChain, that we can properly manage unsubscribing from a SmartObject when a BehaviourChain is ended abruptly.
-conditions and considerations made system serializable in templates, else you could not assign them to a goal.
Agent.DecisionLogs uses FixedArray
Metas, apparently
deleting this so I dont re grab it when updating workspace