13,600 Commits over 2,710 Days - 0.21cph!
Agent will now run secondary behaviour modules while the player is controlling an agent - need secondary modules for things like item equipping during player commands (potentially fixes bug 921)
Primary modules are still suppressed during a player command
Fixed busted command generation when holding containers
EntityViewUtility will now size the default box collider it puts on an item when no other colliders are present, the collider will be sized to encapsulate all meshes on the item
Added colliders to any clothing items that had no colliders
Resized existing 1,1,1 colliders on items
Added container item recursion for depositing items from containers to buildings and stockpiles
Decreased Navmesh tile size from 256 to 224 (-32) on island_01, trying to fix weird navmesh generation on some steeper hills (bug 927)
Changed some icons for hunting parties
Fixed being able to gift items to own tribe
Fixed Rally Group command never ending, which would break AI until a player command took over (bug 924)
Manually call OnAnimatorStateTagChangedCallback when loading a random animation package if we're already in idle state (fixes no conversation anim bug)
Loading a game that has broken data will now load the menu, rather than quitting the game
Trees now attempt to find a click collider and turn it off when felled (fixed erratic tree felling on new tree with expanded click collider)
Fixed the ResolutionHack in GameManager setting resolution to screen resolution when playing windowed (was ignoring launcher settings)
Appended group name to the mouse over description if a tribe has been interacted with
Fixed being able to upgrade or addon to foreign buildings
Stopped introductions being used on non-humans
Fixed building near other tribe activity event (wasn't saved yesterday for some reason)
Can now pass groups as the creator/target of activities for diplomatic events
Building things near other tribes will now trigger a negative diplomatic event
Fixed wooden log attachment point groups so log wasn't equipped in chest
Made move order effects unscaled and increased reliability so every mouse click should make a visual marker
PlayerController now clears override cursor if it cannot tick (fixed override cursor persisting when opening menus, changing sessions, etc)
Zones now get notified when a session is being killed
All Zone weather now gets disabled when a session ends (fixes bug 918)
Added some checks in world debug tool so it doesn't error out between sessions
Refactored UnitGroupCondition to be not be unit specific (since any entity can have a group)
Added some conditions so units won't add fuel to another groups fire (they can still use another group's fire with a diplomatic penalty)
Merging diplomacy branch into main
Some final testbox tweaks
Made a new consideration to make agents pick better gifts
Made coconuts a x2 value gift
Gift component now has a value multiplier to allow for gifts of varying value
Added a good/bad diplomacy activity that pops a notification so player has feedback when they are doing something another tribe likes or dislikes
Added territory consideration to gift ai selection so AI's hopefully won't regift the same item multiple times
AI tribe gifting items is somewhat working, still has a few issues
Fixed some party invite abilities not restricting by group (could join other tribes hunting parties)
Hostile Introduction now uses TriggerComsAngry01 animation
Reworked friendly/hostile introductions as abilities rather than conversations
Diplomatic Events now have a max number of recurring events, so each event type can be capped differently (all are set to two except for gift, you can do that 3 times)
Started work on a Diplomacy AIModule with some WIP AI gifting stuff
Blackboard data can now store a group
Added a friendly and hostile introduction conversation topics
Modified Conversations component to evaluate sensed humans not in group
Made some group conditions - IsInSameGroup and HasInteractedWithMyGroup and applied them to the existing conditions
Player Instigated conversations have issues at the moment so most of this isn't functional yet
Added diplomacy scene to the SceneLoader dropdown
Refactored relationship calculation to happen once a (in-game) minute, rather than every time the state was requested
Updated diplomacy debug panel to work with last commit
DiplomaticEvents now store an AssetId to the original DiplomaticEventSettings asset
This means we can now recognize multiple events of the same type, current behaviour will just retime the existing event and not stack an event multiple times
Made an activity + diplomatic event for gifting
Added a Gift component to Items
If an item is marked as a Gift, it can be given to an neutral/friendly foreign unit
Rock is marked as a gift for testing purposes
Mouse over description for humans now reflects relationship status
DiplomacyRelation now stores whether the two tribes have interacted, mouse over description will still read "A Stranger..." if the two tribes haven't met
Made a DiplomacyFriendlinessConsideration that scores a relationship from 0-1
Added the consideration to Sleep in Building and Find Shelter in Building so units will be less likely to sleep somewhere not owned by them if the relationship is bad
Player controlled diplomacy now mirrors any relationships that other components have (this might change, still pondering)
Added a Interacted With Building activity
Added a UsedProperty diplomatic event
Added a new diplomacy testbox for easier testing of this stuff
Added a diplomacy check to building interaction, foreign buildings can only be interacted with if the relationship is neutral or hostile
Activities now have a slot for a DiplomaticEvent to trigger, they require Target to be set in the ActivityData to determine the group to assign to
Moved the Attack diplomatic event from the Combat component onto the StartCombat Activity
Fixed UseTarget not being nulled in InternalReset
Starting some Diplomacy enhancements:
-Added a new DiplomaticEvent asset type
-Diplomacy component now keeps track of these events
-Component uses these events to determine relationship level and then hostility level
-Exposed an optional diplomatic event to the Attack component that applies an Attacked event when attacking a member of another tribe (this will probably be replaced with an Activity/Trigger in future)
Trying out a change to ItemActionDesire that stores a UseTarget
A keep desire that has a UseTarget will report that the item is still required rather than clearing when the behaviour changes, this solves the firewood collection issue
Might have fixed weather widget lerping in form the top of the screen