19,298 Commits over 1,614 Days - 0.50cph!
Added TerrainFormer and TerrainPressurePaint
Hover indicator only shows for selectable entities
removed the pressure terrain tool as it crashes unity on startup
Indicator fixes, cleanup etc
Fixed sleep at fire not working (fires were missing sleep interaction)
Fixed Unit.Items.TryDepositItem invoking event before removal
Moved Desire.CanBeFulfilled to BaseDesire
Crafting AI fuckeries
Indicator shit
Desires refactor WIP (not compiling yet)
Icons and building stuff.
Let's test goal and goal-plan for 0, since it "can" be at the top of the heap if there's nothing better available.
Found the bug causing woodcutting rampage.
Cleaned up and removed old DM paths.
Merged in Decision Making refactor (from recursive and re-evaluative approach to iterative/heap-based and evaluate-once).
SelectedInteractableIndicator cleanup
Increased allocated size for goal- and goal plan - binary heaps.
island01 tweaks & changed the terrain former script a bit
Sky+Camera scene auto loads and unloads when working on scenes with a Zone component in them
Old EnumComperer removed, added some classes for other enum types in EnumComparers,
More Desires refactoring.
Added support for placement of items that are flagged as placeable in their data
Added PlaceBlackoardItem Action
Added craftable torch (no light or FX right now)
Cleaned up Item callbacks, actions
Intentions to namespace, refactored class names, updated refs in a bunch of code (mostly Actions)
Saved island01 with splat painting disabled (cc frankie)
Player commands cleanup, reduced code duplication
Added DesireTypesComparer
Finished Desires refactor.
Merge from desires refactor
Expose Influence component in BuildingSettingsEditor
updated fence assets to use new shader technique
Morale.GetFleeDestination makes seveeral attempts to find a valid destination, testing validity via Unit.Navigation.IsValidDestination
GetFleeDestinationFromOrigin uses increasing deviation
Navigation uses a smaller valid radius sample check
Reduced shadow acne via fixed normal bias hack on nature/speedtree
Deprecated transmission and custom BRDF + touched affected shaders
Nuked unused deferred override shaders
DispenserProvidesDesiredItem now use for loop to access MyDesires FA, rather than GetEnumerator/Foreach.
Another case of foreach over an FA replaced with for loop.
DistanceConditionSettings evaluate doesn't access BlackboardReadKeys
BaseBehaviour accessed ActionChain Actions FA with a foreach, replaced with a for loop.
UnitBehaviourWidget used foreach-loop on bce.Behaviour.ActionChain.Actions, changed to for-loop.
Some more foreach over FA converted to for loops.
Even more foreach over FA changed to for-loops.
Cleanup of some deprecated stuff after the DM recursion refactor.
AIManager and PlayerController Commands no longer use foreach over FAs, but rather for-loops.
Audio no longer use foreach over FAs, but for-loops instead.
EntityManager, Senses and WorldManager no longer use foreach over FA, but rather for-loops.
A bunch of foreach to for-loop conversions where FAs are used.
Desires++ now use for-loops instead of foreach when dealing with FAs.
A bunch more of foreach to for-loop conversions, when FA is used.
Interaction.SmashObject no longer has held item condition
TakeFromDispenser drops item if held