19,298 Commits over 1,614 Days - 0.50cph!
Names config, wearable condition fix
Re-working how combat kill activity is recorded
TribeMemberActivityTrigger checks that the activity creator is a member of the player's tribe where applicable
Consume from dispenser now looks slightly better, but still not perfect.
Play on break for the off animation allow us put it after Consume One, and it looks much better.
TribeMemberActivityTrigger tweak
Energy Consideration curve tweak
converted crafting, hammering and chopping triggers to bools
Added ActiveBehaviourConditionSettings
Added global Animation Debug flag in UnitManager, used in Unit.Animation
Entity.IsSelectedForDebug is now set/unset by DebugTools. not the AI Debugger
better fix for sebs hack to stop units looking at desitionations when navmesh path is not a straight line from unit to dest
Debug tools hook into player controller deselection, too.
Added AIManager.DebugLoggingEnabled
Renamed trigger anim actions to match their new param types (bool)
ActionSettingsWrapper can now override the description for that action generated by the parent behaviour
Added a Human - Movement Mode specific to humans, that takes thrown weapons into account for movement speed.
Human - Movement Mode should probably be set to Movement Management DM type.
Human - Movement Mode slot set to Secondary, to mimick Common - Movement Mode.
Behaviour.Tick/SimTick don't call Break when target entity is destroyed
Added Is Busy Building Something and Is Busy Crafting Something, that a unit can consider the current behaviour of another unit when making decisions.
A unit will not try to collaborate with someone that's busy doing something else (like building or crafting).
Fixed Item.WoodLog default interaction id being 0
FixedArray will now dynamically increase it's dimension (by doubling its size) every time we run out of space. This only happens in non-unity-editor builds.
FA now doubles it size using Array Resize.
Forgot to add size doubling in FixedArray when we GetEnd...
not sure why but this is changed and they were gathering from bushes \o/
SetDestination uses an array of destinations (experimental)
PlayerController drawing tweak
More player drawing/waypoint stuff, SetDestination still potentially buggy due to array refactor
You can draw a cock and people will walk around it
amplify shader ports (mostly for backup so I dont accidently break something)
5.5b9 + new PostProcessing stack
setting up animal shader for amplify
Fixed some tribe creation customisation button issues
Humans will now only eat directly from a resource as a fallback for Eat Something
Added a bunch of debug logging to UnitDecisionMaker.FilterEntities
Manager.printDebug/logging cleanup in base
Regenerated names
DM filtering logging uses seperate toggling in AIManager
Condition.ItemHasHolder now ignores self when checking if the item is held by a Unit
People no longer eat food held by someone else
Fixed editor only NRE in UnitCommandsWidget
TimeManager property summaries