19,298 Commits over 1,614 Days - 0.50cph!
Remvoed ForgetOnInterrupt and CompleteAtEndOfChain flags from base behaviour data and code
Added Wait actions to sitting behaviours
Some un-used testing of popup data windows in editor
Fixed a wrapper name swap
Improved condition in Effect, I think
Building occupancy groundwork, shelter building specific vicinity effect setup
Added some events to VicinityEffect
Added DesireConsideration, score returns the desire with highest weight + momentum
Added Sheltered unit flag
Nuked some old un-used top level goals
Added back "CompleteAtEndOfActionChain" to BaseBehaviourSettings, with better placement in the editor and some helpful text to boot
Removed wait action from Sit Interaction
DesireCondition, DesireConsideration and lots of related changes/progress towards a full implementation
Building desire params, filter set,, and goals data
Improved desire request creation in UnitCanFindEntity
Desire debug display updates
Goodbye, DecisionContext.Weight, we hardly knew ye
GPV's DecisionScore now also take its GoalPlan's LastDecisionScore into account.
Pipe in DecisionPlan into DSE, debug DSE weight and agent DPL weight
DSE early rejection only after first consideration has been scored
Slightly experimental this but, Reconsider of current goal plan variant's goal plan is now more than just a plan, it's in, but needs testing to confirm that the plan works as planned.
Improved handling of override decision plan params, front end and enforced through UDM
More DecisionPlan inheritance tweaks and data update
UnitInfo widget displays description from current goal's data
Exposed GoalPlan description in editor
Added descriptions to most goal plans
Added EntityName convenience property to base Entity
-spawnradius in debug->spawn works
DSE final score is 1 as a base
DecisionContext GetBonusFactor always returns a base value of 1
Added a second list of "bonus" Considerations to DSE
Updated DecisionPlanParametersDrawer
Bonus considerations in some Pick Best abilities
Removing the concept of "active" Agent Desires
Tweaked item desire fulfilment
added PROP bones to male and waist PROP for female,
brightned animal skin colours a bit
-removed empty goalplan in FulfillCraftDesire for it was breaking execution
-couple of abilities were deleted a few commits ago and errored on startup (Human still had them), removed
-hacky version to have bonus_considerations' various response be additive only. It's not a great solution, but it prevents zeroed bonus_consideration to zero the whole bonus, and avoids adding gigantic numbers (which would happen by summing)
Renamed Goal-Safety to Goal-Settlement
DSE bonus considerations change to test how this approach works
Removed un-nessecary clamps from DSE score calc
Hopefully fixing MusicManager not working
-BBC
(Better Bird Culling)
A bunch more work on desires code, plus building and crafting goals data
BehaviourChain elements are no longer flagged with a ScoreForDM bool, instead when their BCD read property is set to None, we expose DM target filtering
Fixed BC elements not always exposing BCD read selection in editor
Fixed DM filtering showing when BCD read is not None
-removed some debug messages
Added BehaviourChainMachineFilterSet
Removed BehaviourChain seed data
Fixed BehaviourChain.PickBehaviourTarget returning bad things
Fixed item pickup condition
Ensured that all ability and interaction DSEs are valid
Smartobject tweaks to destruction and subscription management
Group knowledge smartobject blackboarding/cache disabled, added DM check
Required tool conditions create both craft and find Item desires
UCF desire creation tweaks