17,530 Commits over 1,614 Days - 0.45cph!
updated building interaction positions so units heads dont clip into the walls when building
Herds flee in same direction / towards same destination.
Handle when action breaks for Construct Building Settings.
Spawners reset, no longer only spawn adults, or only male deer
ActionSettings.BreakImplementation is abstract
Disabling confidence score modification in DSE
Added InStartingPool flag to ItemSettings, replaced Player.Init discovery calls
Moved InStartingPool flag to Item.CraftableParameters
Removed random item modesl from island01 scene
Reworking Tribe+Knowledge, removed old ticking setup for craftable items. Discovery support for buildings, better init, etc.
UnitCommands modals dont show tooltips on craft/build buttons
Fixed a buch of issues with UnitCommandsWidget not handling modal state properly
couple of fence buildings
turned off destory on unsubscribe as I think it was making the corpse vanish when carrying it
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
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
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)
Lots of AI data tweaks, split carnivore hunting food/hunting into seprate module
Some effect icons assignments because I cant take it anymore
Item data fix (bow weapon type was corruped)
made corpse skinning work by removing the interaction skinning and relying on the despenser setup to bring up the UI button
DSE momentum and confidence multipliers applied at the end of the scoring, Goal/Plan "heritage" members removed and replaced with simple data id comparions in DecisionContext.GetMomentum
Removed momentum from DSE Score, cleaned up and commented Agent.TrySetCurrentGoalPlanVariant
stop animal shiny being too shiny(needs more work)
ambient music for 'question' scene at startup