255,088 Commits over 3,990 Days - 2.66cph!
Automated Linux DS Build #440
Added a warning when setting Target as the evaluation target in considerations, since we should only evaluate Target in Behaviour Chain. Not a perfect solution, but better than nothing :-)
Automated Windows Build #440
* Added vgui/gradient-l.vmt
not sure why this was changed
Fixed for errors in CLIENT/SERVER only modes
Missed one file in previous comit apparently
Fixes. The check for space to exit a vehicle is working correctly now.
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
Fix for debug capsule visuals
Basic entering and exiting vehicles working. Exiting vehicle boots player but camera doesn't follow correctly yet.
Vehicles are no longer NetworkPlayers, just network entities
Connecting drivers to vehicles
Still testing to get it buttery smooth...
WIP possibility to set default interactions on dispensers
Minor goal plan attribute fix
Removed [s]/[t] prefix from GoalPlan node consideration display
Fixed a bunch of module data that got fucked due a field rename that unity refused migrate via FormerlySerializedAs ;\
Merge from goalplan_fallbacks
Fixed the AI Designer being broken af
Recyclers in radtowns are immortal
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.
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.
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.
Energy considerations added to Common - Stamina module (more likely to recover stamina with higher energy).
All Goals and Goal Plans in Common - Movement Mode module now has Allow for no considerations ticked.
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.
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 Attack (Human) goal plan in Common - Combat - Attacking (though how is this Human specific?)
tweaking with sleep AI so people sleep and wake up at reasonable times
Energy consideration added to Common - Collaborations in AI Designer.
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.
building asset and new shader in a new branch
buildings and level updated
Fallback goal plan preliminary stuff
fixes to some cave rooms, new cave block corner_up
Adding cave_large_hard files wip
Commenting out some reflection fuckery that I bokred
may have fixed people sleeping standing up
AI Modules can be disabled on the asset level
Disabled breeding and collaboration related modules
Cherry picking
16774 - disabling water vis trigger, not ready for server yet
Ran scene2prefab to fix missing materials
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)