19,298 Commits over 1,614 Days - 0.50cph!
Added EntityConditionFilterDrawer
Added water/swimming event music
Added a summary in BuildingStates to un-confuse the confused
Units now get the MaxSpeed stat base value from SpeciesSettings on creation
Added auto grass spawn refresh toggle to world debug tab
Some stat/SO serialization tinkering
-AlwaysWin consideration
-CanFindUbuiltBuilding Condition
-yam
-Fixed Self-Physio goal always winning
Agent.DecisionLog clears when it reaches capcity (1000)
improved deer
added basic material colours to the bear
More \nature\grass test files.
Fixed CreateActivityActionSettingsEditor not inheriting from base
Added a lot of animation param actions back into Interaction ActionChains
Made human gathering use 3 states in mechanim (in/loop/out) cc frankieh
Fixed fruit bush missing collider/lod
Renaming some Actions
Fixed DecisionLog resetting when editor is paused
We weren't rejecting on comparison with traversal memory quite the right way. Fixed now.
GoalSettingsEditor will force DecisionPlan.ScoreForDecisionMaking to false if the Goal has no plans or children in data
Optimized the check for whether we've traversed the entire decision space, so that we don't check unless our traversal memory is at least as big as the decision space.
Added a big more Decision Debug Log output for agents, that we can clearly read where we find Best Goal, Best Goal Plan and Best Goal Plan Variant.
EntityConditionSettings.DecisionLayer == Any
Added StoreTarget Action
EntityCondition/BuildingFilterSet improvement
Made DebugBestGoalPlanVariant not derp out as easily when target are not a unit.
Lots of data changes
Added MachineCanProcessItem Condition
Re-wrote how target filtering works in UnitDecisionMaker (cc ptrefall please take a look)
Asset save
Added Wander Ability
Aded Goal : Idle under Goal : Self - Social
Cliffside topo fix
Added AbilityManager
Moved TOD xmls, data save
Idle ability, Wander ability
Agents now have access to all abilties from AbilityManager, no longer stored in AgentSettings
Added a lowest score threshold to DSE, hardcoded to 100'000 for now, to prevent derp decisions of really low score.
anims for humans
using axe
using hammer
looking at something close
looking at something far away
rummaging in a bush
succeeding doing something
rearragned human controller, added human sit anims and tweaked sleep anim flow
-fixed up EntityCondition
-fixed up CanFindUnbuiltBuilding's data
-shortcut (ctrl+alt+x) for decisionlog
-FindUnbuiltBuilding checking for Foundation vs Construction
"Best" styles for decision log
-Enityt Condition now supports masks for BuildingStates
A little work on DSE logging.
Killed some linq in Zone+InfluenceMaps
GUI skin stuff for Decision Log
humans chop trees
axe appears in hands with no offset needed
item template fbx provided to make future item setup easier, if they are both the editor at 0,0,0 and the item is in the hand it should be fine
Exposed LookAt offset vector in the LookAt ActionSettings
More DecisionLog tinkering
LookAt action offset of 0,0.35,0 by default
updated run to look better holding an axe
Fixed some crap with BeforeInspector view management
View management fixes again
Defaults tweak on 3 shared item mats.
Improved rock weapon. Cleaned unused materials folder.
Replaced SetUnitFlag Action with AddUnitFlag/RemoveUnitFlag
Added SitDown idle ability, which applies the Resting flag and triggers the Resting Effect
Added search and filtering to DecisionLog