19,298 Commits over 1,614 Days - 0.50cph!
Fixed CanFindOrCraftToolCondition / IsCarryingRequiredToolCondition being shit
ActionChains call Break if they are empty
Personality stat modifiers are created on Unit init
Nuked most personality settings, leaving just Defender and Adventurer types with some basic modifiers
Fixed issues with Unit init order
Idle Ability tweaks
Editor GUI skin decision log GPV fix
Fixed bad loop in MachineCanProcessItem
Fixed some warnings
Spear prefab
Nuked old unsused meat prefabs
Data changes, should result in less idling and more doing!
Noticed in decision debug log that our Best GPV always scored 0, so went in and fixed that. Now their DecisionScore property will return the correct score.
humanoid mecanim was doing some horrible stuff to to the rig so updated rig to make it play nicer
Serialization depth limit exceeded fixed?
changed sleep to use triggerStartSleeping and triggerStopSleeping
reenabled grass in the scene
Changed sleeping bool actions to new trigger names, updated Sleep effect
Disable IK look at while its shit
somehow female had lost controller so rebuilt
Moved/renamed construction test assets
proper fix for human female this time
Nuked old biome
Fixed Berry Bush interaction positions distance
Toned down the stone material spec/smoothness
-EntityCondition changes to better filter buildings (failed to do fanciness with a generic type method taking an Enum, tho :/ )
Unit movement now uses a callback from the animator state, to allow better control over animation in/out stuff
Updated all anim controllers with new "triggerMovement" trigger and UnitMovement behaviour on their Movement state
Changes to Unit.TrySetDestination/SetDestination to play nice with the above changes
SkyDome cubemap settings improved in prefab/todDefault.xml
Added AI toggle to the unit debug view
Added example override controller in Units/Animals folder
A lorra lorra data changes
AI no longer re-enables itself (unit flagging doesnt disable DM anymore, instead we rely on conditions to stop sleeping units making decisions)
More unit movement tweaks, feeding angular velocity into the animator, lerping angular speed on the navmesh agent based on current speed
Rigidbody on Unit not kinematic
Comment out unit angular velocity shit until I have time to make it good
Rocks are no longer consumable
http://files.facepunch.com/petur/2016/January/09/w.gif
Added global AI (specifically just decision making) toggle in AgentManager, exposed on the debug window Settings tab.
Decision log can be disabled (in both the decision log window and the debug settings tab)
Something something just cliffsidethings.jpg
Added scaling options to entity view prefabs via new EntityViewPrefab holder class derived from WeightObject, lacks editor integration for now.
Updated TOD
Data vis twaeks
Deleted some old/crap goals/goal plans
Cherrypicking/reverting data vis tweaks
Removed BehaviourPlanData, InteractionPlan now stores InteractionPlanData to serve the same purpose, old usage (crafting) should instead use Intentions when we re-implement the feature
Added some EntityConditionFilter result caching/blackboarding in Group+Knowledge
Foreach killing in GroupManager
Deleted UnitCanFindCraftingItems consideration
Deleted UnitCanFindItemOfType condition (replaced by UnitCanFindEntityCondition)
EC filter tweaks, nuking yet more old con types
Expanding Unit+Desires system to support a generic ItemDesire type
More desires and ECF tinkering, NRE catchers (+ warnigns) in DSE constructor
Added "sort by decision weight" button to GoalSettingsEditor, which does that
UnitCanFindEntityCondition will create a new ItemDesire when it can't find the requested item (provided Id filter is present)
Build Goals re-organisation
ItemDesire files
Added terrain specular gloss control per-splat (requested by Petur)
Updated shaders to 5.3.1; added normal encoding aware deferred reflection shader override
Merged in speedtree shader fixes from Rust
Merged in water2 updates from Rust (wip; global fog support pending)
Added initial fog support for transparent surfaces (shader mods later)
Changed sky dome probe reflection culling mask on TOD profiles to sky-only (was breaking water refls)
Updated ocean mesh with more border rings, ring spacing modifications for higher distant fog accuracy
Added support for global fog in water and rivers for more seamless integration