19,298 Commits over 1,614 Days - 0.50cph!
Fixed crafting menu buttons not being updated correctly
Fixed buildings and "None" desire text
Fixed bad "none" text in AssetMenu
Fixed DecisionScoreEvaluatorsUtility.EvaluateConditions not appending failure string to the builder correctly
Behaviour keyword boilerplate, KeywordsUtility cleanup
BehaviourChainElement.GenerateDescription uses keywords
centralised input and eating of inputs in PlayerController
Moved more things to mouse up
Corpse handling of attached projectiles now includes re-enabling their SmartObject components during setup
Combat+Callbacks OnProjectileHit only re-enables projectile SmartObject components when the projectile missed
Don't consider weapons without their smartobject enabled
Fixed Manage Weapons Goal GPV slot
Added combat states.
Picking up spears is looking good (hopefully).
AI Designer code layout/partial orgnisation
Moved a bunch of DebugTools entity component panels drawers to their own classes for cleanliness
Fixed AI Designer nodes not dirtying assets when changes are made
- When instigating collaboration, we shouldn't move to target before we make the request for collaboration, since it would make everyone walk up to each other's position at that moment (walk past each other), which looked stupid.
- Removed Breeding Social stuff, since Breeding is purely a Collaboration thing now.
Done testing things with the Campfire spit, so let's remove it from the starting pool.
Use absolute distance as a score when considering collaboration behaviours.
Removed empty/null AI Module from Bear unit data.
Renamed DSE BonusConsiderations to Bonuses, touched 230 assets \o/
Added DSE Penalities (not hooked up to functionality)
AssetMenu dropdowns now have two buttons : "S" for selecting the asset, and "E" to edit it in a popup window
Moved breeding collaboration out from Human - Collaboration - Social and into Common - Collaborations - Breeding, and applied it to Human, Bear and Deer.
Refactored AI module node graph data
Implemented Penalty consideration type and moved negative contributions to penalties
Fixed AI Designer not properly saving graph data
Fixed some bad AI graph data
DataAssetUtility.ResetDataGUIDs and DuplicateAssetHook
DataAsset reference counts stuff
DataAssetUtility.DuplicateAssetHook no longer stops the command working in the scene view
Action.Description keywords fuckery
Fixed some bad target filtering
Tribe now starts with a spit to cook meat on.
People should wait for thrown weapons rather than starting conversations.
DataAsset references updated on demand/first run
Fixed NRE related to Action description generation
Fixed bad panels in DebugTools
Actually fixed Action.Blackboard NRE
CookCorpse should now generate activity at the correct moment
Hopefully fixed crazy spear throws
Waking up from sleep now restores the previous game speed.
BaseEntity.GetDescription through Machine and processes
Failure history uses a dictionary, added a cleanup via OnHour in Agent+Behaviour
Goals no longer support fallbacks, only GoalPlans, improved fallback book keeping
Warnings
More Entity description improvements, tooltip string builder and interaction naming
GameManager restart fiddling
Deleted some old/broken assets with missing scripts
Warnings
Nuked some unused goals/plans
vox added to success anims
UnitVoiceDefinition validation/editor button to populate bundles for each sound type
Warnings
ActionSettingsEditor ExposedToUI in base rather than relying on DrawPropertiesExcluding
More warnings bs
Actions data pass (descriptions, icons, UI exposure)
UnitBehaviourWidger default Action icons
people should no longer look in the direction of their destination