17,530 Commits over 1,614 Days - 0.45cph!
Agent+Behaviour now deals with GPV slot state callbacks and failure history tracking
DecisionContext Confidence calculation is hooked up again, using new failure tracking
Fixed TribeTrackerWidget.Tracker.IsVisible NRE
Condition asset organisation
Rolled all Corpse related conditions into single CorpseCondition with modes
DataParameters.id HideInInspector
More conditions cleanup
Removed useless Unit.Targeting component and related condtions, actions and a selector
Fixed NRE related to player commands reseting selected unit's current goals
AI : Human - Food module scoring tweaks, added Eat From Resource GoalPlan
Renamed "Behaviour Chain Selectors" to "Target Filters", added tab in DataBrowser
Updated all GoalPlan assets with new field names, because Unity is lying to me.
Merge from BuildingConstruction
Building decay system groundwork
Adding EntityType limitations to EffectSettings, StatTypeDefinition. Touched a lotta data.
EffectSettings.CanApply checks for valid EntityType
DataBrowser effect labels prefixed by EntityType
StatsParameters validation for data, names for StatData entries
StatTypeDefintion groups by EntityType in DataBrowser
Added some Building specific Stats (Rain & Wind Resistance, Structural Integrity)
Removed randomised density crap from SpawnPopulationSettings, added some explaination text to the editor
Global "show help" editor pref, toggle in DataBrowser.
Building decay stats setup
Buildings no longer have Stats and Effects components by default, doing decay in code without Stats for now
Building data + editor stuff
Refactoring/cleaninup BaseEntity.Settings handling and cast caching
carrots, water mint and dandelions
Building deconstruction no longer uses Skills. Editor tweaks
coffee beans on coffee bushes
unticked "positional" on resources to make them work without interaction positions
Fixed wooden hut not being in the starting pool
BaseEntity.Log formatting fix
HostilityConditionSettings returns if target is null
BaseEntity cast cache tweak
More decay stuff
fixed wolf root motion (forgot to set it on the avatars for the female and yooth)
initial conversation male vox ideas added
changed time.unscaledDeltaTime to time.deltaTime to stop the speeded up game modes break root motion
More building decay stuff, please ignore logging
Fixed AIDesigner nodes not repainting when being resized
AssetMenu no longer shows DataAsset.AssetName, instead formats on the fly
added social_ to the social anims to help sort them
re export to make sure all data is latest and links from sauce are correct
Social-Chat UnitSoundType, data