17,530 Commits over 1,614 Days - 0.45cph!
convenience method for clearing target, desires etc. when issuing player commands
Fuckeries with combat target clearing and interrupting moving to target if there is no longer a kill desire
HasDesireSettings Evaluate overload
Added some food and plants for recipes
- Tribe spawner and controller cleanup
- AI tribe in testbox
- Bypass player AI unlock conditions for non player-controlled entities
Fire smoke bigger, visible from distance
Fixed TribeSpawners spawning twice
Don't tick playerController in free cam
Dynamic FOV updates model constantly unless set to blend by distance
PlayerCamera.ActiveModuleType fix
Combat ability debug logging and potential fixes for some combat issues
Fixed buildings created from pre-existing views in the scene not being properly set up
Fixed bad profiler sample in ItemAttachments
Disabled interaction position block check for testing
Unrestricted entity selection should work
fire should now contribute to threat
- Fixed missing EntityComponent persisted data type
- Version++
Animals are now scared of fire
Group diplomacy component boilerplate, components cleanup
Diplomacy relations used in hostility checks
Diplomacy component hooks into entity manager events to create or remove relations data
Added "Watch Target" behaviour under common combat module (WIP)
No longer remove dead units from their group (testing)
Unit DM perception filtering support
Conversation topic editor
Effects can optionally filter the UnitClass they are applicable to
Renamed Omnivore AI Module to be general Food, and put it on all animals
Cap mood to 50% when fleeing.
When scared / high fear, our mood is affected.
apparently I changed Eat Something
Added PlayerController debug mode for selection of non player controlled entities again
RMB is now interact + radial, LMB is movement and selection
Commented out various debug rays in FollowCamera
Fixed bad drawing check in playerController blocking inputs for movement mode while doing LMB hold move
Debug panels use new header style
Attack target ability, default for hostile units. Hunt is animal only
Fixed perception checks not working for units in UDM
Combat/General/Observe Threat behaviour tweaks
A bit more interesting application of mood change when scared and fleeing.
Started cleaning up face target/look at code
Watch target scoring improvements, break conditions
Goal plan editor and break condition eval cleanup
- Fixed null unit selection in AI Designer
- Added WIP Human Territory AI module
Cleaning up Senses.CanPerceive overloads
Merge from entity smell to main