17,530 Commits over 1,614 Days - 0.45cph!
Removed DataAssetValidator logging
Condition and consideration editor foldouts defaults
Machine process auto start on deposit is exposed in data, cleaned up editor a bit
Added fire lighting behaviour to Human/Warmth module
Added WaitRealTime Action
Improved selected indicator UI widget icon selection (action, behaviour, target is order of priority)
Fixed up/down arrow navigation in data browser not respecting asset groups/sorting
Added starting items to UnitSpawner
Fixed UnitSpawner created humans not being properly added to the player tribe when the spawner is flagged as player controller
Player tribe is created prior to world spawn, so that spawners can use the tribe as their parent group
Rejiggling some init order related to triggers and player tribe creation callbacks
Player controller clears combat target with every command
Fixed ItemContainer.CanDeposit not returning true when weight limits were being used
Added custom drawer for ItemContainerParameters
ItemContainer data cleanup, restriction modes, positioning options
ItemDesire can reference a specific item, fulfillment checks test whether the item is the target of an active behaviour (stops people dropping shit they need)
Removed WaitRealtime debug logs
DSE.Scores sets Decision.PlayerInstigated when the blackboard contains a player created desire. Piped through to GPV, for use in Actions.
Deleted Ability.MoveTowardsTarget & SetDestination.GotToAttackRange "player commanded "variants
Added testbox_hunting
Added IsRequiredAmmunition condition
Added Refill Ammo GoalPlan to Human/ItemGathering AI module
Editor prefs for wiping save on startup in editor
Version++
Hints/WhatsNew editor prefs toggle
AI designer persists selected module
UI execution cleanup, reset on load
Fixed UIWidget.IsActive NRE
Added preferences to delete player prefs on startup, fixed delete save games on startup
People will always drop dispensers before interacting with them (big rocks, corpses, etc)
Fixed issue in Unit.Navigation where destination reached callbacks wouldn't fire correctly when the navmesh path is very short
Fixed debug spawning opening the radial on click in the game view
SFX for herbalism/harvesting
Fixed Quiver being wearable
Fixed WorldManager cleaning up items it should not
Added override layer to animal controller, fixes deer running while held
Human controller override layer for carried anim
Fixed UnitView ragdoll toggle fucking with physics on nested item views
hunting testbox added to menu
set IsActive on pickUpEventData when picking up to container
Cleaning up animator state tag events, item callbacks
Fixed ammo not actually being removed
Unit weight tracking is done in the UnitAttachments component
Data fixes
Fixed missing/bad goal plan ref in human/Hunting module
AIDesigner debug logs when things are null when loading graph data
Unit decision maker target filtering all goes through the same method, uses a buffer instead of iterating over the source arrays
Fixed UnitDecisionMaker.FilterEntities skipping over alive units
Data (validated all goal plans, adding new fields)
Fixed issues with unit DM target filtering skipping viable targets due to smart object checks (now flagged in the filter)
Fixed WorldManager clenaup NRE
Behaviour chain data OnValidate plumbing
People should now prefer to hunt targets with injuries, wounds or generally lower health
Projectile event improvements, better handling of attachment/physics (hopefully no more spears stuck in rocks)
Fixerd AttackUnit action callback NRE
let's consider the target's health when selecting a hunting target
On second thoughts, let's not do that...