17,530 Commits over 1,614 Days - 0.45cph!
Added PlayerTaskTriggerSettingsEditor
Removed old SkillRequirement struct from CraftableParameters
Fixed StatsUtility.GetStat NRE
StatCollection.CreateStat will update existing stats that match data params
EffectsComponent.RemoveEffect Emotes EC null check
Crafting now uses skills and applies skill gain.
Minor tweaks to GameUI, Warmth goal weight
Better handling of skill and tool requirement data through BehaviourPlanData
BPD gets passed into Behaviour on creation
Added Selectors, plus templates
Moved all filtering functions into stat Filters class, re-organised folders a lot. Filtering is no longer semantically bound to Conditions
Selectors in BeforeEditor, DSE editor
Sketching in blackboard impl
DesireSelector draft
Fixed human_attack length
Conditions and Considerations support Selector dependancies
Selectors no longer have a runtime object/instance pairing, instead they work like Triggers where logic is defined in the asset type definition
EvaluationContext renamed to EvaluationTargets for clarity
Selector dependancy editor side support
Fixed null selector in Crafting AI module
Human anim controller tweaks
Combat tweaks
HumanController combat state transition fixes
Renamed combat effect field for consistency
Moved some combat code around that didnt need to be split up
Fixed Effect.ApplyStatMinipulators calling the wrong application method for stat changes
Fixed Death effect not flagging Unit as dead!
Fixed potential Unit.Group NRE in Senses component
Renamed StatMinipulatorParameters Apply methods for clarify, overload was pointless
Added basic combat AI module to all Units
Fixed SetUnitSpeed actions
Prepare BCD from blackboard data in Agent+Goals.SetCurrentGoalPlanVariant
DesireSelectorSettings will only run query if blackboard has no value
Fixed StatsComponent init being stupid and overwriting values from data
Fixed DSE not exiting early when a selector query fails
Fixed StatCollection init NRE
Added skill gain to attacking and damage modification of melee attacks.
Fixed a list being serialized when it shouldn't.
Combat now calculates chance to hit.
ConsiderationSettingsEditor tweak
Started working on new AI Debugger. Ported in Entity Stats/Behaviours and Decision Log display
Added module filtering to the decision log
Removed old DecisionLog window
Cleaned up decision logging in DSE
IsAttackingMe Condition potential fix
Ability.PickBestAttackerToFight DSE tweaks, no longer scores using inverse target health, instead runs threat and inverse target health as bonus considerations
Reorderable list menus don't show type for group children
Reorderable list menus tweaks
Editor scripts cleanup/renames
Fixed an infinite loop when trying to display the Game Over screen.