199,449 Commits over 4,140 Days - 2.01cph!
another highlighter optimization
Shit loads more error fixes
move base Warmup call to correct method
updated forest population rules in Temperate
Scientists should not move when crouched.
Tweaks to retreat cover vs flanking cover for Scientists.
More on ducked behaviour for Scientists.
Even more on ducked behaviour for Scientists
arctic pop
cave colors/reflectivity tweaks
Optimized TryWakeUpDormantAgents
Slight improvement to Scientist voice com.
Register at Crafting Station checks if someone is already using it.
Nuked machine process value.
EntityValueConsideration is now just consume value.
Food AI should now choose better between eating from dispenser and picking up items.
Current Goal and Last Goal Plan should now only clear from a break that doesn't set a new GPV.
Fixed GoalPlanVariant.CalculateScore inconsitency causing AI to get stuck sometimes.
First try at improving scientist awareness of shooting allies.
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Added stone splat to sand
Fixed a HitInfo constructor not assigning PointStart (should fix some blocking irregularities)
Fixed those occasional ragdoll rootbone errors.
New console command to fill a container under cursor (eg. fill_container Berries)
Disabled Evaluate Single Entity Per Type on Find something to eat - if multiple units are hungry at the same time and at the same location (eg. waking up in the morning) they would all share the closest food item in a basket and only one would be successful because they would occupy the interaction
This change should make multiple units eat from a basket of berries at the same time
Reworked defend ally goal plan (just makes unit run to ally under attack, doesn't check for perception, other combat modules should take over once the unit gets into range)
Added a condition type to check for a unit's role
Added a bravery effect for defenders to make them more likely to stay and fight
Added a PlayerDisabledRole activity
Fixed bug in TryWakeUpDormantAgents introduced in yesterday's optimization.
Applied ally awareness again on Scientists.
Added medium beachside rocks
apparently I deleted a comment and didn't save it last night
skightly more trees in temperate field topo
fixed NRE in GoalPlan.
Food AI uses single entity mode again but checks SmartObject viability.
Cooked food AI uses same pattern as Eat Something.
adding wip logo stuff (nothing implemented yet)
Some more stone splat on beaches
Smoother river terrain adjustments
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Fixed a debug tools wrapper NRE
actually enable single entity on food AI