17,530 Commits over 1,614 Days - 0.45cph!
Fixed NRE in Dispenser.HasDispensable
Mood overlay not always enabled in code
Fixed Dispenser.ProvidesDesiredItem returning true when it had not assigned a dispensable info to out
Removed fulfilled and expiry state from Desires
Item events refactor, using System.Action instead, awareness of player commanded actions
checked in the correct version of the happy walk
Editior : GoalPlanSettingsEditor AddElement button allows for creation of new assets via popup editor
AI : Fixed Desire momentum simulators not working (reflecting on incorrect type)
AI : People will now prefer to gather items and only harvest as a fallback when gathering scores too low.
AI : People now bring large items back to the camp before breaking them up (big rocks, logs etc)
AI : Actions.DropItem now has two modes; Target and BlackboardItem
Harvesting rocks from stone piles take less time
remove incorrect event from anim
Fixed NRE in BlackboardDesireItem keyword
More detailed Decision array logging
rock and stick store models
AI : DecisionMaker decisions array is static, added logging for decision & entity counts, renamed some members in UDM
Zone spawn flags allow for toggle of biome populations as well as pre-placed static spawners
rocks in stack are limited to 100
Effect.Assign shouldn't clear ActionChain event listeners
Effect statManipulators clear in reset
AIManager.OnAgentBehaviourCompleted rename
UnitAttachments slot blocking WIP
store_sticks holds 100 sticks
Buildings spawned via debug tools have their view updated to appear completed
tool craft new sounds and audiobundle
Started on simple AI learning.
moved stores from items to buildigns and renamed and moved building materials
Asset loading is now handled by the Database rather than const fields.
Initial implementation of AI unlocks
Desires.IsDesiredItem also filters by ItemDesireType.Find
Couple of extra bits of debug info for buildings
Fixed small hut building prefab having disabled view component
Conditions.HasPlayerDesire supports filters
Building goals use better desire condition