19,298 Commits over 1,614 Days - 0.50cph!
Stat types enum generator
Added a go to previous module change button in the ai debugger
Corpses should now drop embedded projectiles when they are skinned
Entity log window title content fix
Fixed AIDebugger.GetPreviousBestModule causing crash when activeSimTick is 0
fixed constant pingponging between player instigated GPV and non player one
AI logging improvements, added post process step at the end of each simtick to deal with parenting
Fixed databrowser persisted asset selection causing bad cast errors
Fixed decision logs not being post processed
Nixed stupid tick id thing
AIDesigner resets canvas pan offset when selecting a new module
Removed nulled module from mushrooms effect
items now have a DispensedBy field.
people won't drop dispensed items while taking them from the dispenser.
Added WeightedRoleDefinition, list in PersonalityType def
Various Goal/GoalPlan conditional asset list editor improvements
DispenserItemFoodValue now only writes interactions specified in a list of valid ones.
Berry Bush has Consume From Dispenser (Human) interaction.
Food value consideration now actually uses the food value (this means people won't eat shrooms anymore).
Knowledge overlay now updates every 0.25 realtime seconds so that new labels appear as the player moves around the world
Fixed a party invite ability not being marked as ai only
Fixed checkedBlockBy flag not being used on UnitSpawners
Enabled the flag on a couple of unit spawners in Island_01 to fix animals being spawned inside cliffs
DSE.DebugConditionResult tweaks
Season TemperatureOverDay curve is normalized in editor
Tweaked human temperature tolerance.
Body temperature will now tick much slower.
Biome seasonal data sorts weather types by weight
Fixed season temperature curve not saving, adjusted curves
clothes have much better insulation stats now
renamed tutu to tunic
Min and Max Temperature are now driven by the weather wrapper in each season.
Fixed default interaction on berry bushes
ignoring held items in filtering also ignores worn items now
Biome editor weather listing improvements; add/delete buttons etc
best module logs now show in the AI debugger again
Module scores now reflect the score of everything contained within the module and also display the base score.
DecisionMakerModule.GetScore now returns the right thing.
Replaced references to the module's GPV score with GetScore.
module AI logs now show correct score and base score
changed previous behaviour conditions to penalties in the idle module to not completely break it if wandering fails.