19,298 Commits over 1,614 Days - 0.50cph!
AI designer and debugger updates, debug tools F2 to open selected entity in AI debugger
Fixed "Open in AI Designer" button not actually initializing the designer properly
Added TerrainBlendExt soft-blend toggle
AI Debugger now shows a logging column for each DM
AI Debugger design and layout
Minor AI debugger tweaks
Added IsHeldItem Condition
Tweaked ConsiderationSettings/Editor to ensure that the animation curve always gets updated editor side, but never when called by AI code
Added GroupDesireConsideration
Fixed buildings spawned with debug tools not being finished
DebugToolsObject moved to editor folder
Fiddled around with grass filter for grass map
GroupDesireConsiderationSettings divide by 0
Fixed BehaviourChain Selectors not properly creating their DSEs at runtime, resulting in a myriad of completely batshit stupid behaviour \o/
Fixed Player commands clearing a Unit's Player instigated & fulfilled Desires, now only clears unfulfilled Desires
Lots of Human AI Module weight changes
Weather types have min/max temperature levels
Couple of minor renames in Agent, UDM, GPVSlot and BC
BehaviourChainSelectorParameters cleanup
Fixed bonuses not showing correctly in the AI debugger
Placing a building creates a building desire
Fixed group desire consideration incorrectly returning false
BehaviourChain Selectors now have an associated "plan" instance type (BehaviourChainSelectorPlan), to be consistent with our DecisionPlan type objects
It's now possible to open the AI debugger for your selected unit without having the debug tools window open as well (F2)
Lots of tweaks to the debugger and colors, and other tools design things
Adjusted some weather wetness and min/max temperature values
Fixed scoring bonuses not actually showing as bonuses in the AI debugger
Left a TODO in VItalSimulators.Warmth re heat maps
Added a placeholder simulator for the Warmth need
UnitView/HumanView gating animation code in Update/LateUpdate with Unit death flag
Fixed NRE in Influence
Refactored and commented DSE
A couple of changes to decision scoring.
fixed incorrect frame rate and end frames on lots of anims
Project setting, shader variants
MovementMode AI module tweaks
DSE formatting tweaks
Module rename, Unit DM data fixes
DecisionMakerTypes renames, added third type for movement mode management
AgentParameters.OnValidate ensures that all DMs are always defined, drawer updates
Split social AI modules into primary and additive modules
Removed SetMovementMode actions from most Abilities (except the new SetMovementX ones)
stone craft sfx added to anim
Added button to sort AI modules by weight in AgentParamters editor/drawer
Updated all Unit.Agent data with new modules for core behaviours and movement mode management
Removed IsHuman field from AnimationParameters
Fixed PickUpItem ACtion creating desires in StartImplementation rather than the OnItemPickedUp callback
Cleaned up Desires a bit, fixed a bug that caused incorrect Desires to be created from CraftCommand
Removed empty animation event from human_anim_craft/human_craft1
Fairly big refactor on ItemDesire.
Probably needs testing a bit.