Release Notes - IsaacMulcahy/RPG-AI-SYSTEM-WIKI GitHub Wiki
Minor 0.7.0 (TBC)
enhance: Added ability to trigger interaction once per a 'use' loop
enhance: Added in the ability to trigger animations on Items when used
enhance: Added in 'Handle point' on Items which can be used to offset the item to help with positioning when they are used
fix: Removed bug from WorkController when Need System is not enabled
enhance: Added in animation 'collection' system (can have an array of animations for each action)
enhance: Added in animations being able to have a 'start', 'middle' and 'end' animation
enhance: Added in the ability to smooth rotate agents
enhance: Added in the ability to have an animation play on rotating of agents
enhance: Added in idle, run and rotate animation setting through a interface within the editor
enhance: Added in the ability to change idle, run and rotate animation at runtime
enhance: Added in the ability to have base animations change based on conditions and triggers
enhance: Added in the concept of 'Animation Groups'
enhance: Added in the ability to have agent speeds be different (setting within the global settings which is a +/- applied - i.e. 0.2 will be -0.2 and +0.2 range from the speed setting)
enhance: Added in an inventory system; agents can now carry as many items as you wish
enhance: Added in the 'Slot' system; visual show items on your agents
enhance: Added in the 'reserve' system, this acts like the 'In Use' from before
fix: changed 'In Use' to be when the agent is actually using the item
enhance: Improved item deleting; items should only ever be deleted using the AIOrchestator
enhance: Tidied demo scenes
enhance: Added in versions for Node Groups for updating
enhance: Added in three different action length modes; free (animation based), range (between two points) and set (hard cut off)
enhance: Added in animation set creation at runtime having two different modes: Order (works down the group)and Random (Any set of animations)
enhance: Added the ability to have rigid animation sets or mix and match across groups
enhance: Added in a UI library for the editors to allow for better consitency and end user experince
enhance: Added in an auto updater, simply copy your resource file across and on start up you will be prompted to update, nothing else needed
Patch 0.6.1 (24/11/23)
fix: Updated Pickup action to check if item is already in inventory
fix: Added in check for if item is in inventory on Locate Actions
enhance: Added in auto box collider on objects that need colliders if missing
fix: Fixed Weighting of Weighting Job Node Groupfix: Fixed Weighting of Weighting Job Node Group
chore: Removed 'Basic Setup' scene to help with onboarding
enhance: Added in text on Example Scene to help understanding of Scene
Flowchart Editor now has SaveAs and Save actions (Save will save to the current project as SaveAs will allow you to create a new and name it)
Improved Flowchart Editor toolbar, enabling and disabling of buttons as they are applicable
Updated To Unity Version 2022.3.7f1
Improved Naming in Flowchart Editor to be more consistent (SaveAs popup name is now Save instead of export for example)
Fixed bug where 'Import' option in flowchart editor would show each entry more than once
Improved performance of Flowchart Editor by removing unneeded reloads and Asset Database saving triggers (edited)
Fixed Bug with 'InOrder' Iterator which would happen after long runtimes (3hrs+)
Fixed Issues where Settings would sometimes not save
Minor 0.5.0 (30/08/23)
Added in Bespoke NPCs, these are characters placed by the developer and will be linked into the Civil AI System
Fixed bug with Mounting Action (Now any item can be mounted, item selection on the action defines what item)
Handled errors within parts of the Editor Windows
Created from the Ground up the Flowchart system with some quality-of-life improvements
Flowchart Graph performance and scale has been massively improved
Flowchart Graph Import function added, design node groups separately on a smaller scale and experiment more easily, when done just add them into your larger setup
Flowchart Graph scaling and resizing improved
Flowchart Graph Nodes restructured to have a better flow when creating
Flowchart Graph on Save now automatically sets the Data up on save
Flowchart Graph Switching between types is now quicker and easier, no need to reload the last one
Flowchart Graph Styling is more in keeping with Unity and easier to understand
Flowchart Graph has been designed in a more modular way making future additions easier
Patch 0.4.3 (14/06/23)
Fixed issues with animations
Fixed error with Global Civil Manager
Removed some error warnings from unity on setup of flowchart system
Patch 0.4.2 (07/06/23)
Fixed Example Scene (Sawmill zone was incorrect)
Cleaned up SetAppliedActionRequirement function
Patch 0.4.1 (24/05/23)
Fixed issue with Auto Scene Setup
Minor 0.4.0 (15/05/23)
Performance Gains (In testing we saw 18%-41% average fps impovements - Dependent on scenario)
Refactoring to allow for easier switch to ECS when it is available
NPC culling based on range from Camera
Orchestrator system allowing for more control over when updates run
Dynamic NPC update rates (E.g., further from camera characters get less updates)
Improvements to allow for Off screen simulation support (items and npcs positions are stored within the orchestrator)
Performance based Example scenes
New Settings screen to fine tune the asset for your needs
Max batching of NPCs to provide a smoother experience
Fixed bug with switching of controllers
Fixed bug with rolling back of iterators
Added in support of custom Actions (Pass in an action object and flag as custom, this will allow for the action to be done but not progress any iterators)
Added in a new action ‘LOCATION_ENTRANCE’, dependent on the controller called from will either make the NPC go home or to their workplace
Major improvements to locating of objects making most actions cheaper to perform
Render control component to allow for easy stopping of rendering of objects
Patch 0.3.2 (28/02/23)
Interactor custom editor Interface
Interactor has new behavior allowing for spawning of items based on an item becoming used or not
Renamed Manager to 'Overview Manager' for better clarity
Added new option for exporting in AI Flowchart allowing for exported group to also be setup and ready for use in the scene
Added Local workplace work time which can overwrite node job work times
Added the ability to allow job types to not need to head to workplace entrance on start of their job
Fixed Random point within zone action bug
Updated file system to support both MacOS and Windows
Updated Overview Manager (was called Manager) to have scroll bars
Fixed spelling mistake in Civil manager
Fixed ownership system throwing null exceptions in some circumstances
Added Discord link within the Overview Manager
Added Settings system to allow for more settings within CIVIL-AI-SYSTEM
Added NavMeshAgent interface which allows for easier setup of Nav systems (feel free to reach out if you setup your own for packages and I can include them in future updates for all)
Added Settings section within Overview Manager which allows for setup of Nav Agent
Patch 0.3.1 (13/02/23)
Fixed issue with assigning max resident on houses
Minor 0.3.0 (01/02/23)
Added in the Need System – define what your NPCs need and how to achieve it with no need to code
Global Weighting System – Allow for granular weight of actions across controllers allowing you the designer to say which action is most important between work and needs
Local Weighting System – Allow weights to be set on each node within a level allowing for more control (Includes two new weighting iterators)
Overhauled and Rebuilt Ownership system –Items can now be owned by houses, workplaces and NPCs and each action can be defined to use these item pools as well as local area.
Improved Demo Scene to create and assign layers if they are missing so no need to setup anything on import (It is still recommended to use the ‘Fix Scene’ action in the Manager)
Added Item Interactor – Easy enable and disable other objects based upon if an object is in use or not
Type field added to Item – Group objects based upon their type, these can be used within the actions in the designer
Some refactoring allowing for future development work
Removed the need for the Global Civil Manager class
Improved loading of Civil Data
Added in Initial version of Room System – Used to assign personal objects to NPCs
Updated Editor Manager to improve usability and readability by having more defined styling and adding in tooltips
Optimizations to item discovery
Fixed issue with entrance points having problems with prefabs in some cases
Improvements to Prepopulation system making it more reliable
Minor 0.2.0 (05/12/22)
Created a common base for all nodes within the runtime version (An auto Updater is included)
Added in Job System folder in Resource folder
Added Iterator Support for all levels of nodes (Includes InOrder, Random, RandomUnique, UntilFail & UntilRequirementMet)
Fixed error with node selection that could sometimes happen at runtime
Added support for updating each loop for position
Improved Testing
Simplification of Work Controller
Removed Errors that could sometimes appear when using the AI flowchart
Patch 0.1.3 (17/11/22)
Added in support to remove prepopulation
Fix issue with work data missing on load if using prepopulation feature
Improved Readme with easy to click link for useful documentation
Improved data saving on Houses
Fix issue with NPC's being able to find disabled items
Patch 0.1.2 (17/10/22)
Fixed issue with Building project - Added '#if UNITY_EDITOR' flag around editor sections
Added in a prepopulate world function - Allows for removal of process at start of scene, can increase performance and improve continuity between loads
Added a 'Pause' function to the NPC's - this allows them to stop what they are doing and will continue like so with their action after the pause is up (and during work hours) - Wiki section can be found here
Patch 0.1.1 (11/10/22)
Fixed issue with out parameter 'actualID' - Functionallity has been checked and looks to be working, hotfix does seem the correct way to go
Added in a 'Fix Scene' action within ''AI Manager - Performable Actions' - this sorts out the layers of objects within the active scene (Wiki has been Updated with this)