201,675 Commits over 4,171 Days - 2.01cph!
Weapon mods can add offset to weapon stats (as well as scale them)
Fixed weapon hip aim cone parameter being ignored (always 1)
Fixed that only the first weapon attachment was receiving the weapon aiming state
DistanceConsideration checks for senses data before making any of it's own distance calcs, also gates use of pathfinding distance calc by a min distance
Improved SetDestination RunImplementation use of perception data, cleaned up a bit
Fixed some issues with VisualFX and made play/stop better
Slight increase in size to the prevent building zone of Airfield, Dome, WTP
Added layer.toggle, layer.show, layer.hide and layer.culling admin console commands
GitSync - TTT changes + DListView/DPropertySheet update
Hopefully fixed SetDestination bug
Fire related goals consider all fires equal, no longer filter by specific data id
GitSync - more miniscule panel changes - DListView SetPaintBackgroun fix & DMenu.AddSpacer now uses skin for paint
Added some cooking behaviour to the human food AI Module
Added CorpseCondition
added buildings to city max
Corpse.Create re-parents and zeros parent Item's SmartObject trigger
added buildings to city hex blocks, unified and exported to unity
started implementing MaterialTypes for Items and Buildings
Decision log filtering options
rock vm source updates
hatchet vm aiming source
CanFindRequiredTool > IsCarryingRequiredTool
Removed CanFindBuildingMaterials Condition
AI data updated to remove most usage of "Can Find" Conditions
fixing small bug in the controller where left arm torch holding exit was waiting for bool to be true instead of false so never exited
also removed can transition to self on all left and right arm layer animations, seemed to be working fine with them but we dont want them anway..
Dispenser changes, ditched concept of "master" item, replaced with "DestroyOnDeplete" flag
Use animation curve rather than float.Map for distance-based zoom speed.
Added item value for building consideration (currently just picks highest value item)
Buildings with no material requirements now correctly get set to Construction state (although the AI isn't building them for some reason)
Added tooltip to Blackboard Read, since it's purpose can be confusing.
GoalPlanParameters.BehaviourChain wrappers now have a type to switch on (Behaviour or Selector).
BehaviourChain Selectors replace "Pick Best" type Ablities. Data migration WIP.
AI Designer editor performance improvements
Removed Weight from DSE, moved to DecisionPlan
Fixed ALL interactions on buildings requiring tools and skill.
Fixed UnitDecisionMaker.FilterEntities NRE
Fixed NRE in DSE when scoring BehaviourChain selectors
Removed AssetEnum attribute usage due to bugs caused by performance tweaks
Fixed campfire with spit not being buildable
Deleted all "Pick Best" Abilities (replaced with new behaviour chain selector elements)
Removed null ability from human data
Some tweaks to contributions from considerations in building module
Unit portraits now sync all material settings
latest and testing plastic
SetDestination potential fix
BehaviourChainWrapper.Settings NRE catch in UDM
Fixed NRE in UnitManger.OnUnitSelected when player selects a non Unit Entity in the editor
Actions.OnUnitFlagChanged timeout fallback
Fixed a bunch of potential issues with movement related effect triggers
Removed crappy flag change fallback
Replaced shouty log with helpful warning message in SmartObject.Unsubscribe
Fixed some issues with the building AI module
Fixed potential NRE when removing a destroyed item from Unit.Items
Fixed more issues with building AI module