19,298 Commits over 1,614 Days - 0.50cph!
ConsiderationSettings.Response is now virtual, has access to DecisionContext and Blackboard
Added UnitSleepTimeConsideration which is basically TODConsideration but pulling the inputs from the UnitSettings.Physiology data
Addded TimeRangeParameters, TimeRangeUtility and editor drawer
More labels and a bunch of assets validated with old fields removed etc
Goal.WakeUp and Goal.Sleep both use new UnitSleepTime Consideration
sleep time consideration should actually work now
CalculateConfidenceScore profiler hooks + some editor tweeaks
UDM layout/formatting tweak
ProcEffectParamatersDraw.GetPropertyHeight fix
foreach removal in Player.Update/LateUpdate
GoalPlan.EatFromResource now works for Items too
Removed coffee bushes from spawns, removed a tortoise spawn from island1, and some rabbits
campfire with spit in starting pool
TakeFromDispenserSettings ConsumeOneItem mode bypasses Item dispenser by simply applying consumtion effects directly, when the Unit has no Items component
Breeding is now properly limited to people of opposite sex, appropriate ages and of the same species. Imagine that.
Inspecting leather hides will now unlock craftable hat.
Work started on Take Cooked Corpse From Fire, but it's not 100% there yet. (Score for DM is ticked off for now on the Goal Plan).
Fixed StackOverflow TribeTrackerWidget when the player tribe is empty (rare because it's only empty in special test scenes)
Held corpses can no longer be skinned
Nuked old GoTo interaction
Updated hand axe knife
Audiko mixer tweaks
Player time controls only work in GameState.Game
TribeCreate UI sounds
Added updated controls display to MenuUI
Fixed tribe tracker UI widget causing some elements to flash in the middle of the screen on init
Decision's constructor really doesn't need to call Clear
Time debug now shows both times
Sleep related tweaks.
Campfire with spit now has sitting and sleeping innteractions.
Improvements to the crafting/building modal
Item commands button doesnt show unless there are commands available
Fixed TargetFilterSettings DSE params not being flagged as having access to a target through their DecisionContext
PauseBlurEffect also reduces gamma and gain via colorgrading/tonemapper
Added CorpseCondition.IsCooked
Human/Food/Cooking/Take Cooked Corpse from From now works, also added Drop Cooked Corpse goal plan
Interaction positions for sleeping on CampfireSpit
Some entity debug logging fuckery
Fixed GPV fallbacks, adding DecisionMaker.FindBestGoalPlanFallback and making some ugly code
Tribe Creation scene/root now set inactive during spawns to avoid any potential issues
PlayerPrefs get nuked if they dont contain the new version key
UI selectable sounds dont play when the selectable element is inactive or flagged as not interactable
Merged tutorial back into one single massive list of chores because it's probably more compelling for a test build
Fixed missing LOS layers data for all Units
tweaks to approaching combat targets
Lots of skill usage/unlock tweaks
Added modes pattern to ItemHasHolderSettings condtion
Fixed Hat female wearable view not being flagged properly
You can pick up decayed corses again
DecisionScoreEvaluatorsUtility.EvaluateConditions fixed early break when hiding from UI on conditions fail
Another tweak to the same method
PlayerController default entity interaction evaluation should now work properly and behave consitently with the evaluation used for radial menu interactions
Re-ordered consume action chains a bit
Hat prefab change
Don't show skill strings until Novice or above
Spawn tweaks, more rocks.
Hacky fix for potential zone spawn conflicts with tribe create
Skill tweaks
ConsumeFromDispenser(Human) DSE condition tweaks (cannot be contained)
Fixed bad richtext formatting in UnitInfoWidget
Fixed ItemHasHolder.Modes.Any
Small animal skin requires 20 hide
Dispenable interactions no longer get names from their wrappers
Some UIElement/Screen/Widget refactoring, added support for widget isolation
Moved crafting and building modals to their own widgets