17,530 Commits over 1,614 Days - 0.45cph!
Fiddled around with grass filter for grass map
GroupDesireConsiderationSettings divide by 0
Fixed BehaviourChain Selectors not properly creating their DSEs at runtime, resulting in a myriad of completely batshit stupid behaviour \o/
Fixed Player commands clearing a Unit's Player instigated & fulfilled Desires, now only clears unfulfilled Desires
Lots of Human AI Module weight changes
Weather types have min/max temperature levels
Couple of minor renames in Agent, UDM, GPVSlot and BC
BehaviourChainSelectorParameters cleanup
Fixed bonuses not showing correctly in the AI debugger
Placing a building creates a building desire
Fixed group desire consideration incorrectly returning false
BehaviourChain Selectors now have an associated "plan" instance type (BehaviourChainSelectorPlan), to be consistent with our DecisionPlan type objects
It's now possible to open the AI debugger for your selected unit without having the debug tools window open as well (F2)
Lots of tweaks to the debugger and colors, and other tools design things
Adjusted some weather wetness and min/max temperature values
Fixed scoring bonuses not actually showing as bonuses in the AI debugger
Left a TODO in VItalSimulators.Warmth re heat maps
Added a placeholder simulator for the Warmth need
UnitView/HumanView gating animation code in Update/LateUpdate with Unit death flag
Fixed NRE in Influence
Refactored and commented DSE
A couple of changes to decision scoring.
fixed incorrect frame rate and end frames on lots of anims
Project setting, shader variants
MovementMode AI module tweaks
DSE formatting tweaks
Module rename, Unit DM data fixes
DecisionMakerTypes renames, added third type for movement mode management
AgentParameters.OnValidate ensures that all DMs are always defined, drawer updates
Split social AI modules into primary and additive modules
Removed SetMovementMode actions from most Abilities (except the new SetMovementX ones)
stone craft sfx added to anim
Added button to sort AI modules by weight in AgentParamters editor/drawer
Updated all Unit.Agent data with new modules for core behaviours and movement mode management
Removed IsHuman field from AnimationParameters
Fixed PickUpItem ACtion creating desires in StartImplementation rather than the OnItemPickedUp callback
Cleaned up Desires a bit, fixed a bug that caused incorrect Desires to be created from CraftCommand
Removed empty animation event from human_anim_craft/human_craft1
Fairly big refactor on ItemDesire.
Probably needs testing a bit.
Combat appears to more or less work now, with some jank still.
Removed un-used Goals/Plans/Selectors from the AI database
Added button to AIDatabaseSettingsEditor to remove unused after find/sort
Moved ItemDesire fulfiment out of the Items component and into a callback in Desires
Actions.CraftItem also creates Desires for newly crafted items
Player kill desires being removed also results in combat target being cleared now.
Blackboard read/write filtering in AIDesigner, can only read/write to Entity type keys in the scope of BC
Tweaks to fleeing calculations
Removed shitty bone finding LINQ from UnitPortaitManager.GetTrackerPortrait
Empty DMs no longer cause all subsequent DMs to be ignored.
Fleeing is back!
UnitPortaitManager processes tracker portrait updates in a queue instead of on demand
Avoid using GameObject.SetActive in potrait manager
Removed tick from UnitPortraitManager
Made PlayerController.OnSelectionEmpty more reliable
Random clothes in tribe start WIP (probably bugged due to preview item code)