19,298 Commits over 1,614 Days - 0.50cph!
Fixed bad while condition in OverviewMapUI.ZoomToPOI rouitine
Only using AnimatePhysics for humans
More building placement improvements for building on slopes
Traps can now spawn a hint when they are set up
Added a new hint for traps
Rabbit Trap is marked as in starting pool for testing
Set up interactions for setting up a trap
Removed some spamming logs
Fixed traps not setting their collider to a trigger
First pass on getting idling animals to go to traps
Made rabbit trap affect turtles as well (rabbits seem to sleep a lot? not great for testing)
Reverted a trap change that was only meant for testing
Removed DecisionMakerTypes enum, tertiary DMs from agents
improved bear deer and rabbit sleep anims
manually updated rabbit walk speed to match data
NRE catch in VisualFXParameters.SetupCache
Fixed stats importer, now only loads and saves entities with enabled stats component :o
Fixed NRE in AIModuleSettingsEditor
Audio listener no longer follows selected Unit
moved weapon equipping to item management module on secondary slot
pushed root transform on animals to render layer as were are allready doing some raycasting to get rotation to terrain
reexported rabbit walk with proper fps
Removed DecisionMakerClasses enum, GroupDecisionMaker. Merged UnitDecisionMaker into base DM
Agent is now a UnitComponent
Removed GPV slot override
DM is aware of the GPV slot it is running for
Clouds of war is spawned by zone on init, no longer needs to be present in scene
Clouds of war particle systems scale their emission rates with zone size
AgentParameters.OnValidate ensures modules are held by the correct DM
DSE ignores empty consideration groups
added a bunch of first pass utility buildings to see if they are useful
Moved DSE empty consideration group warning to editor validate
Asset save
Animation callbacks for carried flag to switch animator update mode
Item equip replace in slot tweaks (moved code to Items component methods)
Dynamic DOF fixes
Interaction Desire creation WIP
Fixed bad switch in BehaviourChain.SetActive
SmartObject.TrySubscribe breaks first subscription matching the same InteractionPlan, when forcing subscription
Interaction Desire AI WIP
AI Modules can be flagged as default and will be automatically added to Agents that do not currently have them installed via OnValidate
Fixed UnitBehaviourWidget NRE
Added GoalPlanSettingsEditor.ChainContainsBlackboardWrite
More interaction desires WIP
switched a line to the new chain write list
AIModuleSettings.OnValidate handles default modules being added to Unit Agent components that do not currently have it
Add default modules with their default weight
Interaction Desires AI done (maybe)
merge interaction desire creation and AI handling to main
More rabbit trap work - destroy hint when trap is not set, disarm trap when picked up while trap is set up, don't let units set up a trap multiple times
Hooked up animation states for traps
Fixed being able to zoom while in build mode
Traps now disarm when picked up while armed
Traps have their own persisted data, stores their current armed state
Fixed some cases where orphaned trap hints could hang around