* Modifying the documentation to explain that Heuristic method default action will be the previous action decided by the heuristic. Changing this behavior would be a breking change.
* Rephrase the working of the documentation of the default action of the Heuristic method
* Forgot an import
* extensions package first pass
* add extensions test to yamato
* cleanup docs folder
* triggers and pack
* yamato - different jobs for each package
* disable coverage checks for extensions
* trigger
* Unity Companion License
* Update release number on homepage
* Update README.md
Co-authored-by: Chris Elion <chris.elion@unity3d.com>
Co-authored-by: Chris Elion <chris.elion@unity3d.com>
* about to implement orientation cube
* oCube spawining works. ready to train
* working. about to try com
* ready for training
* add random rot on episode start
* feet now alternate but runs backwards
* still running with right leg in front
* increased joint strength to 40k
* removed texture example
* reduced maxAngVel, enabled enhanced determinism, cont spec
* rebuilt walker ragdoll to scale 1
* rebuilt ragdoll ready
* update walker pair prefab
* fixed bp heirarchy
* added trained model, renamed scene, usecollisioncallbacks
* updated dynamic platforms
* added dynamic walker tf file. max speed 5
* DynamicWalker working. has working nn file
* collect local rotations
* added new dynamic nn file
* hip facing reward
* Create WalkerDynamic.yaml
* fix hip rotation
* about to clean up code
* added dirIndicator and orentCubeGizmo
* clean up
* cleanup
* up...
* Clarification in the Heuristic() documentation
The `Heuristic()` method will not be able to write to the action array if the action array passed as argument is reassigned in the method.
For example, doing :
```csharp
public override void Heuristic(float[] actionsOut)
{
actionOut = new float[2];
actionOut[0] = 1.0f;
}
```
Will not create the action [1, 0] but [0, 0] as the `actionOut` variable was reassigned.
* adding to the Agent xml doc