201,256 Commits over 4,171 Days - 2.01cph!
couple of fence buildings
turned off destory on unsubscribe as I think it was making the corpse vanish when carrying it
update to player throw anim source
updates to vm crossbow source
fixed carrying animals being in injured or exhausted idle pose by adding isdead false to the injured of exhausted anim layer transitions
Created a new Unit Desire and refactored Desires to not use DesireEx
ContainsDesiredItemTweaks, other misc things
New overhang parts
Airfield work backup
SpawnPopulationSettings defines resolution for handler distrubtion stuff. Also exposed forced density in editor
Data schema and editor work on BC selector desire creation modes
More desire creation editor stuff
Some more work on flock flee.
Desire creation in UDM
AI Designer improvements (module editor in sidebar)
Minor rename in IsCarryingRequiredTool condition
Desire description things
Spam desire activity
Player exposure control in AI Module, Goal, Goal Plan and Behaviour data types, editor support
UnitBehaviourWidget only shows player exposed behaviours
Fixed SetDestination NRE related to PositionRelativeToUnitSelector's blackboard position write
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Automated Linux Build #374
Automated Windows Build #374
Automated Linux DS Build #374
Craft/Build toggles in UnitCommandsWidget
Unit+Info description returns highest skill level text
Confidence and momentum scoring changes (momentum now applied as multplier to DSE's final score)
Added Panel:GetDockMargin & Panel:GetDockPadding - both return 4 numbers
Automated Linux Build #375
Automated Windows Build #375
Lots of AI data tweaks, split carnivore hunting food/hunting into seprate module
Automated Linux DS Build #375
Some effect icons assignments because I cant take it anymore
Item data fix (bow weapon type was corruped)
crash fix with more than 6 owners ( maybe )
nerfed xp gain from others using your tools from 100% to 20% (derp)