Progress
- Occlusion culling script functioning
- LOD script complete
- Added new house models, improved model importing workflow
- New leather armor created
- Redid character armor equipping method, which will result in far less clipping and easier animations
- Gameplay flow outlined more thoroughly in GDD
- Overhauled test town level
- Added new guard tower model
- Added new trader post model
- Added new tavern model
- Added new town hall model
- Further research into optimal behavior tree implementation (Node/Task)
- Fix time slowdown on framerate drop
- Further optimize occlusion culling via precalculation (baking)
- Publish Occlusion Culling + LOD solution to Asset Store
- Improve lightmapping + lighting
- Make AI character execute GotoGameobject behavior
- Add arguments to BT nodes
- Add inspector panel to VBT
- Write action
- Make VBT connect to and implement BT logic
- Use node / task structure to avoid redundant allocation
- Write composite and decorator logic into VBT?
- Improve motion capture importing. Try to not apply root motion on export.
- Make test capture to debug skeleton mapping