17,530 Commits over 1,614 Days - 0.45cph!
RTSCamera persistence tidy up
Separate camera for detail view portrait rendering, various UI fuckery
PlayerProgression uses tribe creation callback, don't call load in Init
Tutorial persistence (might not work yet)
Restored post
Null check tribe in PlayerProgression init
More unit detail view stuff
Fixed tribe tracker not showing the correct names
Added AudioSnapshotZone back using the new simplified system.
Fixed player commands not all calling the correct execution method on the controller
Misc DM cleanup, fixed building construction state item requirement check not returning false for buildings when built from code
Dispenser summaries and tidy up.
TargetFilter.FindBestItemForBlackboardBuilding uses Item Value for Building Consideration
Fixed some building related conditions filtering by state when they should not (was preventing people from building upgrades)
new tutorial task SFX test
Fixed Senses.CanPereivee IEntity overload not checking that perception data.IsPerceived is true
AI decision log/debugger improvements. Can view an ingame overlay for a group of decisions (e.g. target selectors)
Senses now uses AwarenessRadius for the entity perception check.
Refactored TargetFilter plans, which are now created and held by the AI manager for cleaner lookup
TargetFIlter desire creation now supports momentum simulator method selection via editor reflection + dropdown (members from DesireMomentumSimulators
Added some help text and field labels to SpawnPopulationSettingsEditor
Disabled tribe mood color grading effect
Testbox and a little biome stuff.
made happy walk more happy
added happy and sad idles and stopped some happy looking idle variations happen when unit is sad
Fixed testbox only spawning 2 people
Actual distance in senses debug overlay
Senses overlay ignore selected
Senses overlay forced for selected only
Senses overlay shows visibility score of target unit
some polish on dual item carrying anims
removed duplicate anims and update animevent position
Added various overloads for Dispenser.HasDispensable, fixed ItemSettings overload not checking dispensable availability and quantity
Added InteractionsPlans list to Blackboard keys/data
Added DesiredDispensableInteractionPlans Selector
Added BlackboardInteractionPlans mode for BehaviourChainInjector
Fixed GoalPlan editor not pulling Blackboard reads from TargetFilter element Selectors
Removed harvesting related GoalPlans from the Human/Building module
Fixed zone spawn controls not actually working
UnitDecisionMaker.CreateDesires missing a ! in component enabled check
TargetFilter 'BlackboardBuildingMaterialRequirements' Desire creation mode now supports both item and material requirements, creates desires for both
Fixed ItemDesire not correctly assigning data on init
Senses overlay improvement
Fixed UnitDecisionMaker running interaction plan filters for non behaviour elements
Big rock uses material type "Stone"
Fixed some bad data in gathering related AI modules
Re-enabled Human/ItemGathering/FindDesiredItem GoalPlan
Removed overloads for HasDispensable, now uses updated DispenserItemFilter, also recurses through dispensable data
Item carried effects actually hooked up :o
Desire params reset
Fixed bad filter check in Dispenser+Items
Added DispenserDesireWeight consideration which attempts to find dispensables items on the target entity that match a unit's item desire
Small hut uses 1:1 mapping for rock requirement