19,298 Commits over 1,614 Days - 0.50cph!
Remove RallyGroup action (pending refactor of how we handle this kind of group based command)
Fixed AI module editor not allowing conditions of certain types to be added to the DSE
Removed some rally related assets
Attacking now attacks the current combat target rather than setting it.
Human Defensive module won't run if there is a player commanded target.
Removed player commanded hunt desire creation ability because it sucks
Human Defensive module only disabled if unit is selected and has a player target
Make testbox_hunting great again.
Added testbox game mode to test stuff without losing the game.
People should now actually pick up corpses and drop them by the fire.
Improvements to autonomous corpse gathering / butchering.
Added categories to most target filters.
Cleaned up the setting of combat abilities and weapons in Combat.
We now only consider weapons equipped in the right hand to be useable.
Fixed some exceptions that could be thrown when an entire tribe of humans was killed
Added a Health Bonus to the Fight (Human) goal to try and stop healthy units fleeing so much
Added a "Hold Ground" goal plan to the Fight (Human) goal that does nothing - this hopefully keeps units from not having any valid offensive goals and falling back into defensive/fleeing (trying to stop the attack once and then run away combat pattern) - there might a better way to handle this, but it seems to be effective
Fixed units repeatedly trying to Return to Territory while they are already in their territory
Tabbing to an unselectable unit will now skip to the next selectable unit rather than stopping
Fixed carried units appearing in a units portrait view
Unit Detail View tab no longer shows what the unit is feeling if they are dead, instead shows the "Dead for x hours" text we use on the toooltip
Unit now stores a UnitDeathReason + UnitKilledBySettings to store how a unit died and what killed it
Those two fields + the death time are now persisted
Fixed player tribe spawners adding territory at 0,0.
tweaks to corpse picking up and dropping AI.
Added TargetFilterCondition
TargetFilterConditionEditor
Changed TargetFilterCondition to not require target and be of selector type
Target Filter as selector for making fire WIP
NRE fix for decisions with no Goal Plan
made campfire gathering filter condition not shit
TargetFilterCondition should now properly copy and write back all blackboard data consistently
improvements to fire gathering AI
(Changes from 13230)
Exposed evaluation target dropdown for condition and consideration wrappers, now possible to choose Self, Target or BlackboardEntity
Removed the EvaluationTargetType field from conditions and considerations
Keep Desire now also checks if an item dispenser dispenses anything required by a MachineProcessActionDesire before fulfilling
Freeing up hands only happens when near the target
fixed people being stuck holding two branches for the fire
Various food/hunting AI related tweaks
Consideration editor cleanup
Removed "allowed no considerations" flag on some AI data types, as it was redundant
Renamed Hunt/AttackMove Goal to "Hunt" cause wtf
Merge hunting behaviours into Human/Food module
UnlockDatabase static init on load, skip unlock defs that are not flag as game valid
Can Carry Unit Condition now checks if the target unit is already being carried.
Removed some duplicate desire selectors in hunting goal plans
examples of possible ways to lod trees, tree_oak_LODTYPE_A and tree_oak_LODTYPE_B
example of tree with empty assets setup to position FX
More food/hunting AI work
WeaponParameters.OnValidate error check for items with combat abilities of type "throw" that do not have the appropriate projectile setting
Fixed a bunch of data types not calling base.OnValidateInternal
Hand axe is no longer throwable
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)
First pass on a system to fade objects that are occluding the player's view
For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag
When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view
Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update
The fade material is just a transparent standard shader, this could definitely be improved
Cherry picking jarryds occluded units stuff to a branch