17,530 Commits over 1,614 Days - 0.45cph!
Deposit cleanup, deleted old DepositToBuilding Action asset
Fixed some AI designer issues (not grabbing blackboard writes from all DSE elements in the behaviour chain editor).
Added help box explanation of behaviour chain injector elements/modes
DespositItem action has target validation modes (container, building, machine)
Added DataAsset.CustomCategory string field for additional editor menu/dropdown groupings
First draft of tool stowing/equipping
Fixed dispensable interaction wrappers not being validated properly
Allow additive behaviours over player commanded primaries (testing)
Touched a bunch of assets because of a new field
Fixed GetBlackboardWrites.DecisionScoreEvaluatorParameters not including Considerations
Actually fixed injector warnings
Harvesting for buildings now works
Ported item processing goal plans to building.
Crafting AI rework WIP
Added Condition consideration for boolean bonuses etc
Disabled Human/Item Gathering AI module while we port functionality to context specific modules
Refactored VicinityEffect component and usage in other components (machine, building)
Fixed BringDispenserItemToBuilding not filtering by unit's carried items
Fixed effects ending early due to missing active action chain valid check
Fixed non-durational effects not working properly due to bad reset of Effect.TickDuration
Fixed NRE in IsRequiredForBlackboardCraftDesire condition
Fixed ExecuteConstructBuildingCommand removing items from the list it was iterating.
Let's try to have units' sleep interrupted if they are cold.
Let's not let PooledList GetEnd() ever reach an ArgumentOutOfRange exception.
Various machine related cleanup, indicator progress exposure, ItemOutput uses Queue
Indicator tweaks, data save
Fixed human description string sometimes being blank
Fixed Desires component not being flagged as initialized properly
Fixed Desires not being reset when they're taken from the pool
Fixed some issues with desires UI not showing the "best" desires
Desires UI reset properly
Workaround for crafting bare spears breaking combat
Random animation triggers improvements
Goal plan priority fuckeries
Added some priorities to the non player commanded building Goal.
Priorities array is now actually sorted.
Goal plan priority on a scale of 0-20, inverted sorting in Goal
Added tooltip to PRIORITY label for Game Plan in AI Designer, just to be explicit about the fact that higher priority is better.
Added AI for getting out of interaction positions
right handed item pickup variations
rotated spit rotated the correct way for animal attachments
Merge from container refactor
wood logs is made of wood logs small which is made of wood logs firewood
triggerSwitchL and triggerSwitchR for new attachment points
Building no longer implements IContainer, other various container related cleanup
added a condition so people don't needlessly process items for building
hooked up switch anims and stopped them playing multiple times
Hopefully people should now only walk out of interaction positions if there is a demand for them.
Added WoodLogSmall and WoodLogFirewood to Input Items on Burn Fuel machine process.
Let the duration of input item on Fuel to Effect have an impact on the value the item has for the machine process. This should make us value proper firewood over a stick.