19,298 Commits over 1,614 Days - 0.50cph!
Humans no longer aligned to ground
Removed collaboration for curing sickness.
FeedItemToTarget action (with blackboard and intention support)
Player controller cleanup
Reduced unit audio distance
Visual FX destroy on entity destruction
Fixed Effects.GetCriticalEffect being shit
made freezing idles a bool
GetCriticalEffect should use first or default
Effect has short description field
Removed dead zombie dude from testbox
Starting date/time is set in survival game mode def
SensesMeasurementTrigger logs values for the evaluation
Increased "TooNoisyToSleep" threshold
Visual FX positioning tweaks
Ammo usage WIP
It's now possible to craft more than 1 item (arrows)
Data save, testbox_nospawns navmesh
Testbox nospawns consistency
Added IsHeldItem condition blackboard mode, used by Equip Weapon goal plan in human offensive AI module
Arrows can only be held in RHand, so Bow isnt blocked
Fixed VisualFX entity destruction callback MRE
Visual FX scale reset optional
Commenting out DataAssetValidator which I suspect is causing reimporting of various assets
Fixed ResourceViewUtility not picking up state objects that are inactive in the source asset/prefab
Fixed NRE in KeywordsUtility.BuildDescription effect overload
Testing tree felling fuckery
Crafted items have Group & Controller assigned to that of the unit doing the crafting
Item pickup sets group ownership of item
group cleanup of unused stuff
Added Tribe Amount of Food Consideration.
DesireSelector cleanup
AI unlocks via goal plan completion and activity (Desire fulfillment) listeners
AI unlocks definition editor
Added hunting area hint
CreateHuntDesire action has two modes (blackboard, target position)
Hunt Desire can now specify a UnitSettings.
Added InternalReset to Desires.
Default RMB command for neutral targets is to create both hunt and kill desires
Desires event cleanup
Fixed player controller not actually creating instance of AbilityPlan for the default neutral target ability
Fixed SetNewHuntingTarget goal plan creating infinite hunt desires
Added Hint to BlackboardData
Removed internal callbacks in BaseDesire
Fixed BaseDesire.Fulfill NRE
Player progression / AI unlocks must specify desire type
Fixed ActivityManager.SubscribeTo being shit
Data save, player prefab tweaks
TribeStatMeasurementTrigger uses stat measurements extension methods and Groups built in stats rather than manually averaging values
Added GroupStatConsideration
impossible to pick up quiver item
Abilities for "feed item to target" covering blackboard and intention.