19,298 Commits over 1,614 Days - 0.50cph!
Senses overlay forced for selected only
Senses overlay shows visibility score of target unit
some polish on dual item carrying anims
removed duplicate anims and update animevent position
Added various overloads for Dispenser.HasDispensable, fixed ItemSettings overload not checking dispensable availability and quantity
Added InteractionsPlans list to Blackboard keys/data
Added DesiredDispensableInteractionPlans Selector
Added BlackboardInteractionPlans mode for BehaviourChainInjector
Fixed GoalPlan editor not pulling Blackboard reads from TargetFilter element Selectors
Removed harvesting related GoalPlans from the Human/Building module
Fixed zone spawn controls not actually working
UnitDecisionMaker.CreateDesires missing a ! in component enabled check
TargetFilter 'BlackboardBuildingMaterialRequirements' Desire creation mode now supports both item and material requirements, creates desires for both
Fixed ItemDesire not correctly assigning data on init
Senses overlay improvement
Fixed UnitDecisionMaker running interaction plan filters for non behaviour elements
Big rock uses material type "Stone"
Fixed some bad data in gathering related AI modules
Re-enabled Human/ItemGathering/FindDesiredItem GoalPlan
Removed overloads for HasDispensable, now uses updated DispenserItemFilter, also recurses through dispensable data
Item carried effects actually hooked up :o
Desire params reset
Fixed bad filter check in Dispenser+Items
Added DispenserDesireWeight consideration which attempts to find dispensables items on the target entity that match a unit's item desire
Small hut uses 1:1 mapping for rock requirement
Fixed NRE in Dispenser.HasDispensable
Mood overlay not always enabled in code
Fixed Dispenser.ProvidesDesiredItem returning true when it had not assigned a dispensable info to out
Removed fulfilled and expiry state from Desires
Item events refactor, using System.Action instead, awareness of player commanded actions
checked in the correct version of the happy walk
Editior : GoalPlanSettingsEditor AddElement button allows for creation of new assets via popup editor
AI : Fixed Desire momentum simulators not working (reflecting on incorrect type)
AI : People will now prefer to gather items and only harvest as a fallback when gathering scores too low.
AI : People now bring large items back to the camp before breaking them up (big rocks, logs etc)
AI : Actions.DropItem now has two modes; Target and BlackboardItem
Harvesting rocks from stone piles take less time
remove incorrect event from anim
Fixed NRE in BlackboardDesireItem keyword
More detailed Decision array logging
rock and stick store models
AI : DecisionMaker decisions array is static, added logging for decision & entity counts, renamed some members in UDM
Zone spawn flags allow for toggle of biome populations as well as pre-placed static spawners
rocks in stack are limited to 100
Effect.Assign shouldn't clear ActionChain event listeners
Effect statManipulators clear in reset
AIManager.OnAgentBehaviourCompleted rename
UnitAttachments slot blocking WIP
store_sticks holds 100 sticks
Buildings spawned via debug tools have their view updated to appear completed