17,530 Commits over 1,614 Days - 0.45cph!
Visual FX scale reset optional
Commenting out DataAssetValidator which I suspect is causing reimporting of various assets
Fixed ResourceViewUtility not picking up state objects that are inactive in the source asset/prefab
Fixed NRE in KeywordsUtility.BuildDescription effect overload
Testing tree felling fuckery
Crafted items have Group & Controller assigned to that of the unit doing the crafting
Item pickup sets group ownership of item
group cleanup of unused stuff
Added Tribe Amount of Food Consideration.
DesireSelector cleanup
AI unlocks via goal plan completion and activity (Desire fulfillment) listeners
AI unlocks definition editor
Added hunting area hint
CreateHuntDesire action has two modes (blackboard, target position)
Hunt Desire can now specify a UnitSettings.
Added InternalReset to Desires.
Default RMB command for neutral targets is to create both hunt and kill desires
Desires event cleanup
Fixed player controller not actually creating instance of AbilityPlan for the default neutral target ability
Fixed SetNewHuntingTarget goal plan creating infinite hunt desires
Added Hint to BlackboardData
Removed internal callbacks in BaseDesire
Fixed BaseDesire.Fulfill NRE
Player progression / AI unlocks must specify desire type
Fixed ActivityManager.SubscribeTo being shit
Data save, player prefab tweaks
TribeStatMeasurementTrigger uses stat measurements extension methods and Groups built in stats rather than manually averaging values
Added GroupStatConsideration
impossible to pick up quiver item
Abilities for "feed item to target" covering blackboard and intention.
can now pick up quiver and lock crafting when you get good at archery
Unit ragdoll toggle in anim debug panel, ragdoll toggle cleanup
EntityComponent proto includes
Updated feed item to target abilities.
Activity types no longer have loads of constructor overloads, just initialize properties instead like a peasant
Activity constructors can take optional text
HuntDesire UnitSettings now shows in Debug.
Hunting AI now checks if the target unit is of desired type
Refactored intention generation on interactions to use reflection instead of enum
Added intention generation support for abiltiies
Fixed NRE in Effects.RemovedEffect related to activity refactor in cs#
10250
Moved Description attribute and ext class to
AbilityIntentionGenerationMethods's FeedTargetItem should now actually do something.
Set flags button on unit debug panel
Yet another Feed item to target abilities update.
Refactoring stat manipulations a bit
Find Best Campfire finds building of type Fire
Senses dead units fuckery
Behaviour chain can optionally include dead units when filtering by EntityType.Unit