17,530 Commits over 1,614 Days - 0.45cph!
Tribe tracker hotspot hides behaviour UI
Before/UI Masked Image shader supports canvas alpha control (vertex color alpha)
Before/UI Masked Icon alpha support
Tribe tracker improvements, hotspot tweak
Fixed AI overriding player commanded movement speed mode changes
Added ActibeBehaviourCondition has "IsPlayerCreated" mode
UI hotspot supports optional exit rect
UI hotspots clamp mouse position to screen size
Radial menut tooltip no longer shows body text
Revert BehaviourChain reset call from earlier bug hunting
UI fuckery
Fixed detail view button not showing over the portrait UI
Added machine component debug display
Added search to DataBrowserTab
Added Stockpile mode to DepositItem Action
Machine processes only available when parent entity is usable
Updated Unity/NavMeshComponents
Fixed campfire machine process improper configuration of item input
Fixed some wood log items missing default interactions
Removed some debug logs in SmartObject.Unsubscribe
Commented out some more PooledList tests that were making my VS angry
Machine process timing refactoring (using DateTime now for smoother progress in UI)
Effect descriptions not cached in editor
Data asset names not cached in editor
UnitDesiresWidget activates when a new desire is added, plays animation on the unit portrait
Adjust mood level thresholds
Establishing a better, readable understanding of failure throughout AI decision making and player command evaluation
Added more goal plans for player instigated building AI
DM events, placeholder UI log for failure to execute AI driven player instigated behaviours
More failure explaination
Only goal plans flagged with InvokeEventsOnFailure will invoke events on failure.
Removed "IsPlayerDesireDriven" flag from GoalSettings, no longer gates GPV construction failure events in UnitDecisionMaker
Flagged also goal plans to invoke events by default...
Added WIP failure UI
Added AbilitySettings.ValidTargetTypes; allowing abilities to specify valid target types in data, reducing overhead and when evaluating in DM/PlayerController
Fixed Unit.Animation.RemoveAnimationPackage not working
Fixed search not showing in data browser tabs that have collapsable groups of assets
Fixed desires UI being shit
Removed "IsPlayerDesireDriven" flag from GoalSettings, no longer gates GPV construction failure events in UnitDecisionMaker
Flagged also goal plans to invoke events by default...
Tribe trackers use EffectsList
Fixed hover animation issue on tribe trackers
Commands widget category toggle button sounds
SmartObject.CanSubscribe no longer checks for existing subscriptions
Removed useless smartobject subscription cleanup from GoalPlanVariantSlot.TrySetGoalPlanVariant
Fixed MachineProcess.IsAvailable never being set back to true when the items are removed or used
Improved machine process availability checks (cache dependency state)
Human/Hunting AI module has "Is Sleeping == false" condition
Increased momentum drain on idle goal plans
Added some debug logging for selected unit subscription changes in SmartObject
BehaviourChain.SetActive active returns if CreateInteractionBehaviour fails for any reason
Replaced BehaviourChain.CurrentElement property with GetCurrentElement method
NRE catch in PlayerProgression.OnUnitGoalChanged
GoalPlanVariant.SetActive and BehaviourChain.SetActive both return bool, better handling of failure
BehaviourChain.Break calls CancelSmartObjectSubscriptions before breaking the currently active behaviour
Removed old call to BehaviourChain.CancelSmartObjectSubscriptions
CancelSmartObjectSubscriptions should be called consistently from BehaviourChain with respect to IsBroken check.
Remove dangling CancelSmartObjectSubscriptions from Agent+Behaviour (from past reservation logic).
BehaviourChainElement handles smartObject unsubscription