197,429 Commits over 4,110 Days - 2.00cph!

9 Years Ago
Fixed for errors in CLIENT/SERVER only modes
9 Years Ago
Missed one file in previous comit apparently
9 Years Ago
Fixes. The check for space to exit a vehicle is working correctly now.
9 Years Ago
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
9 Years Ago
Fix for debug capsule visuals
9 Years Ago
Basic entering and exiting vehicles working. Exiting vehicle boots player but camera doesn't follow correctly yet.
9 Years Ago
Vehicles are no longer NetworkPlayers, just network entities
9 Years Ago
Connecting drivers to vehicles
9 Years Ago
Still testing to get it buttery smooth...
9 Years Ago
WIP possibility to set default interactions on dispensers
9 Years Ago
Minor goal plan attribute fix
9 Years Ago
Removed [s]/[t] prefix from GoalPlan node consideration display
9 Years Ago
Fixed a bunch of module data that got fucked due a field rename that unity refused migrate via FormerlySerializedAs ;\
9 Years Ago
Merge from goalplan_fallbacks
9 Years Ago
Fixed the AI Designer being broken af
9 Years Ago
Hunger tweaks.
9 Years Ago
Recyclers in radtowns are immortal
9 Years Ago
Removed Energy considerations from Common - Collaborations module, since this is more of a "manage collaborations" module, I ticked "Allow no considerations" for it instead, that we rather let the collaboration inititiative modules take care of the consideration scoring.
9 Years Ago
Evaluation Target for considerations is now shown on the node summary as [s] for self and [t] for target. Added Mood considerations to Human - Collaborations - Social module. You're now more likely to take the initiative for collaborations if your mood is high. You're now more likely to start a conversation if your target's mood is high. You're now more likely to give someone a hug if your target's mood is low.
9 Years Ago
Ticked "Allow no considerations" for all goal plans in Human - Building module, since they're either player commanded or picked based on careful condition flagging.
9 Years Ago
Energy considerations added to Common - Stamina module (more likely to recover stamina with higher energy).
9 Years Ago
All Goals and Goal Plans in Common - Movement Mode module now has Allow for no considerations ticked.
9 Years Ago
Added Stamina consideration to Flight goal in Common - Combat - General. Manage Targets and Clear Combat Target nodes now has "Allow No Considerations" ticked in Common - Combat - General.
9 Years Ago
Renamed GoalPlan.Attack(Human) to GoalPlan.Attack (since it's used in Common - Combat - Attack module). Added Stamina consideration to Common - Combat - Defensive module.
9 Years Ago
Added Stamina consideration to Attack (Human) goal plan in Common - Combat - Attacking (though how is this Human specific?)
9 Years Ago
tweaking with sleep AI so people sleep and wake up at reasonable times
9 Years Ago
Energy consideration added to Common - Collaborations in AI Designer.
9 Years Ago
Added inverse mood stat consideration to Decline Breeding Social Invitation. Added a "inverse" hint in the list of considerations displayed on nodes in the AI Designer.
9 Years Ago
building asset and new shader in a new branch
9 Years Ago
buildings and level updated
9 Years Ago
Fallback goal plan preliminary stuff
9 Years Ago
More fuckery
9 Years Ago
fixes to some cave rooms, new cave block corner_up Adding cave_large_hard files wip
9 Years Ago
Commenting out some reflection fuckery that I bokred
9 Years Ago
Editor tags
9 Years Ago
may have fixed people sleeping standing up
9 Years Ago
Steamworks update
9 Years Ago
AI Modules can be disabled on the asset level Disabled breeding and collaboration related modules
9 Years Ago
Cherry picking 16774 - disabling water vis trigger, not ready for server yet
9 Years Ago
Ran scene2prefab to fix missing materials
9 Years Ago
Renamed RemoveUnitTag to RemoveUnitFlag because that's actually what it does Hooked up consideration response invert to editor drawer Removed some consideration assets that are no longer needed as a result of the wrapper level invert Did a bunch of reflection in DataAsset.GetReferences Goals and GoalPlans can flag their DSE as "allowed no considerations", mostly for player instigated AI (this disables warnings and validation)
9 Years Ago
combat music edit
9 Years Ago
latest art
9 Years Ago
Added more rocks around lighthouse/ network ++
9 Years Ago
backup/progress
9 Years Ago
Decals now loaded from Item Database
9 Years Ago
Refactored ResponseCurve to support inverse internally.
9 Years Ago
A wee bit of consideration adding in Breeding Instigation AI.
9 Years Ago
Guitar viewmodel worldmodel + LODS (now drops model instead of burlap sack) folder now setup in line with other items
9 Years Ago
Considerations on some combat related DSEs Added ConsiderationSettingsWrapper.InvertResponseCurve and hookups