19,298 Commits over 1,614 Days - 0.50cph!
Don't show building addons in building UI
Fixed radial indicator not being properly positioned
Fixed effects not showing tutorial
Adjusted a bunch of stat considerations to use sigmoid-ish curves instead of linear
Unit indicators are disabled duringbuilding placement
Consideration response curves are held in the wrapper, displayed in designer nodes
Conditon & Consideration editor clenaup
Generic role selector component, used by tracker, info widget, map marker and member listing UI
Fixed unit indicators showing during building placement
Added role selector to tribe listing UI
Added LeanTween
Supplies Component now uses a float value for food.
Added a calculation of this food value relative to the group size.
Inverted some Machine Process Capacity curves.
Distance Consideration now returns reverse value removing the need to change every single distance curve in the entire AI.
Drag selects can no longer be started while over UI (previously they could be started but with an incorrect start position)
Removed eating on a stick related goal plans from their modules
Added a corpse gathering goal so units fill up meat racks
WIP ViewFill placement system and building component
WaitForZonesReady only waits for spawners that have started
Spawning shit all uses coroutines
Fixed Session.Load not yielding to world manager spawning routine
Various cleanup
UnitCollections view pooling is pre-allocated
NavMeshObsctacle pool pre allocates, manually init in game bootstrap
Fixed craft order activity displaying the wrong info (requester/crafter were switched around)
Generated enums
Added blackboard item craft requirements filter, removed condition from TargetFilter.FindRequiredItemForCrafting
Filter editor cleanup
missing interaction positions
Removed InteractionDesire.
Added Agent.NextInteraction.
ViewFill now places box nav mesh obstacles for each block of views
Fixed multi clicks required to start fill placement
Fixed some bad rotation logic
ViewFill can assign extra construction requirements per fill used (eg. 0.2 logs for each view used as filler)
Gets rounded to an int and added to whatever construction requirements already exist for the building
Gathering for crafting actually looks for required items and not just any items.
Basket crafting AI now uses crafting orders and not leftover desires stuff.
Removed some old data.
un-override the filtering on the target filters for gathering for crafting
food AI curve tweaks.
AI debugger no longer says "score inherited from GoalPlan" when it's actually from a Goal.
People no longer drop needed items when crafting when more than one of the same item is required.
Added CandidateEntityFilter.EvaluateSingleEntityPerDataId
Behaviour data warnings when action is null
Fixed RoleSelector not updating current role icon properly
Fixed Unit.Roles.CurrentRole being null
testing Possessions tracking the current Goal when an item is picked up and removing when the Goal changes
remove unnecessary navmesh sampling from RandomDestinationSelector
Handled potential NRE in DecisionMaker.CreateDesiresOnFailure (in this cased caused by DesireTypes enum change, to be fixed by future refactor)