17,530 Commits over 1,614 Days - 0.45cph!
chat sounds added to anim
social point sfx added to anim
stone hut requires 4 pelts 213 stones 21 sticks
Delete duplicate module, added DataAssetUtility for testing
Nuked some crap from DataAssetUtility
Uncommented ConfidenceMultiplier values in AIDesigner wrapper drawers
AI Designer toolbar button fixes, added global editor help toggle
Data tweaks, goal confidence multiplier 0,1 not 0,2
Agent+Behaviour.GoalFailureHistroyTraversal rename for consistency
DSE logging + confidence cleanup
Fixed GoalPlan confidence changes not applying in the AI Designer
Use normalized direction in Senses LOS checks
Shader variants
HumanView look rotation nan/inf check, via new QuaternionEx
Fixed player created desires not actually getting the right weight
animateable decay progress, if you want to look you have to assign the animator controller manually then toggle decay from 0 to 1 and back in the animator
Unit portrait cameras use CameraType.Preview
Added UnitVoiceDefinition asset type, stores UnitAudioBundleParameters which were previously held by the Unit.Audio component data, which has been migrated
PlayerContoller raycast now uses the ground point/capsule check as a fallback, we check interactable layers first
Spears almost being picked up
Removed SmartObject.ScoreForDecisionMaking bool, usages replaced with the base EntityComponent.Enabled flag check.
Projectiles have their SmartObject components disabled during flight
Removed extra Abilties from GoalPlan.Attack
Breed now is based purely on Collaboration rather than Socials (and seems to work!).
MakePregnant action now targets CollaborationRequest BB key rather than Socials.
Removed DecisionLayers enum, touched all the things
Moved BeforeEditorLayout.AssetMenu to it's own class
Improved Condition/Consideration drawers context awareness for AssetMenu filtering
DecisionMaker fallback decisions cleanup, fixed blackboard buffer being reset incorrectly
building building wip building shelter
Fixed CommandTrigger.Assign not correctly assigning command description text to the TooltipElement when applicable
Fixed DebugTools entity selection menu being created continiously, now only happens after button press
Profiler tweaks, BaseEntity.DebugName cache
Weapons now add an effect when carried
Fixed crafting menu buttons not being updated correctly
Fixed buildings and "None" desire text
Fixed bad "none" text in AssetMenu
Fixed DecisionScoreEvaluatorsUtility.EvaluateConditions not appending failure string to the builder correctly
Behaviour keyword boilerplate, KeywordsUtility cleanup
BehaviourChainElement.GenerateDescription uses keywords
centralised input and eating of inputs in PlayerController
Moved more things to mouse up
Corpse handling of attached projectiles now includes re-enabling their SmartObject components during setup
Combat+Callbacks OnProjectileHit only re-enables projectile SmartObject components when the projectile missed