17,530 Commits over 1,614 Days - 0.45cph!
Fixed Animation null key error
Fixing weather lerps, added randomisation to wind strength, removed "windy" weather type
Spawn populations use a new weighted wrapper type, can define normal alignment per object/entity
Decor + Grass spawn editor improvements
reverting disabling ragdolls on game start
bow anim fires forward now
Splat enum rename, decor spawn tweaks
Fixed decor spawns not spawning more than one population
Biome materials support darkening relative to synced splat colors
Fixed Combat.OnDroppedItem setting a new current weapon when it shouldn't
Simplified Intentions; no longer derive child types, pass target blackboard key in constructor
Fixed priority being added to goal plan scores
Conversation topics work.
Cleaning up various behaviour filters
null check in CookCookableItem.End
Added ConversationTopic consideration, WIP AI changes to support conversation topics
Added CookableEx, GetCookable entity extension method
made dummy avoidance skill 0 so it cant dodge and changed event timing on stick attack
Support for clearing animator bool change callbacks
torso layer combat anims are only visual (no state tags set) as the base layer still plays them even while moving
spear anim tag set to attackhit instead of attack fire
Consumable colour fixes/tweaks
Fixed some items not using correct shader
turn anim bool islighting off on break
reed mace added to plants
Support for multiple intentions passed through behaviour construction and player commands
Conversations stuff
Value to Machine / Machine can process changed to Machine Process
combat anim to combat pose
Dummies are invincible
Fixed PickUpThrownWeapon not working
Fixed Animation.CanSetParameter
Fixed null conditions in several target filters/interactions
fixed pickups being annoying
Fixed ConversationsComponentSystem not being managed properly
Conversations scoring fix
Split conversations to partial
Collaborations events cleanup
Reordering collaboration action chains to
Fixed people thinking that the best person to talk to is themselves
Fixed conversation scoring not running
Loner trait no longer condition on social module
Break conditions on goals
Human/Idle module behaviours break when we have pending collaboration requests
Added WaitForCollaborationRequestResponse action
Lots of debug logging
Added WaitForCollaborationRequestResponse action
Lots of debug logging
Re-ordering collab request action chains to avoid movement before the request has been responded to