201,214 Commits over 4,171 Days - 2.01cph!
layout updates on some cave rooms
Let's display the editor error when considerations list is not expanded too.
added gibs to the vending machine
Official server list query speedup
Fixed underwater rendering
Fixed water overbrightness due to background fog
Considerations on some combat related DSEs
Added ConsiderationSettingsWrapper.InvertResponseCurve and hookups
Guitar viewmodel
worldmodel + LODS (now drops model instead of burlap sack)
folder now setup in line with other items
A wee bit of consideration adding in Breeding Instigation AI.
Refactored ResponseCurve to support inverse internally.
Decals now loaded from Item Database
Added more rocks around lighthouse/ network ++
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)
Ran scene2prefab to fix missing materials
Cherry picking
16774 - disabling water vis trigger, not ready for server yet
AI Modules can be disabled on the asset level
Disabled breeding and collaboration related modules
may have fixed people sleeping standing up
Commenting out some reflection fuckery that I bokred
fixes to some cave rooms, new cave block corner_up
Adding cave_large_hard files wip
Fallback goal plan preliminary stuff
buildings and level updated
building asset and new shader in a new branch
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.
Energy consideration added to Common - Collaborations in AI Designer.
tweaking with sleep AI so people sleep and wake up at reasonable times
Added Stamina consideration to Attack (Human) goal plan in Common - Combat - Attacking (though how is this Human specific?)
Renamed GoalPlan.Attack(Human) to GoalPlan.Attack (since it's used in Common - Combat - Attack module).
Added Stamina consideration to Common - Combat - Defensive module.
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.
All Goals and Goal Plans in Common - Movement Mode module now has Allow for no considerations ticked.
Energy considerations added to Common - Stamina module (more likely to recover stamina with higher energy).
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.
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.
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.
Recyclers in radtowns are immortal
Fixed the AI Designer being broken af
Merge from goalplan_fallbacks
Fixed a bunch of module data that got fucked due a field rename that unity refused migrate via FormerlySerializedAs ;\
Removed [s]/[t] prefix from GoalPlan node consideration display
Minor goal plan attribute fix
WIP possibility to set default interactions on dispensers