17,530 Commits over 1,614 Days - 0.45cph!
Removed nulled module from mushrooms effect
items now have a DispensedBy field.
people won't drop dispensed items while taking them from the dispenser.
Added WeightedRoleDefinition, list in PersonalityType def
Various Goal/GoalPlan conditional asset list editor improvements
DispenserItemFoodValue now only writes interactions specified in a list of valid ones.
Berry Bush has Consume From Dispenser (Human) interaction.
Food value consideration now actually uses the food value (this means people won't eat shrooms anymore).
Knowledge overlay now updates every 0.25 realtime seconds so that new labels appear as the player moves around the world
Fixed a party invite ability not being marked as ai only
Fixed checkedBlockBy flag not being used on UnitSpawners
Enabled the flag on a couple of unit spawners in Island_01 to fix animals being spawned inside cliffs
DSE.DebugConditionResult tweaks
Season TemperatureOverDay curve is normalized in editor
Tweaked human temperature tolerance.
Body temperature will now tick much slower.
Biome seasonal data sorts weather types by weight
Fixed season temperature curve not saving, adjusted curves
clothes have much better insulation stats now
renamed tutu to tunic
Min and Max Temperature are now driven by the weather wrapper in each season.
Fixed default interaction on berry bushes
ignoring held items in filtering also ignores worn items now
Biome editor weather listing improvements; add/delete buttons etc
best module logs now show in the AI debugger again
Module scores now reflect the score of everything contained within the module and also display the base score.
DecisionMakerModule.GetScore now returns the right thing.
Replaced references to the module's GPV score with GetScore.
module AI logs now show correct score and base score
changed previous behaviour conditions to penalties in the idle module to not completely break it if wandering fails.
Unit description will now show the description of the active GoalPlan or Goal if there is one.
Enabled NavMeshModifiers on cliff rocks to fix units walking on cliffs
Rebake island_01 navmesh again
Added Wake Up module to humans so they can wake up from sleeping
Added Party Member module to humans
Added non placeholder text and images for hunting tutorial
Fixed several melee weapons having a minimum range of 0
Two new module packs, Default Human Combat and Default Animal Combat
Default Human Combat lets humans run to their target and flee (instead of being stuck in face target)
Default Animal Combat does the same, was applied to bears and wolves (herbivore combat is still not enabled, but that's less of an issue)
Hacky workaround for failing SamplePosition calls in Navigation
added Notes field to DataAsset.
AI tweaks.
removed Jog To Thrown Weapon, so people will jog or sneak accordingly when picking up their weapon
Removed DecisionScoreEvaluator class, no longer need to create instances of this to evaluate a DSE from data
Moved player command cooldown tracking to Unit. Units will leave cooldown state when they go to sleep
Merged "wake up" goals into main human/sleep module
fixed incorrectly placed editor only tags causing the Steam version to not ignore carried items in target filtering
AI designer editor consistency
Fixed AI designer goal pasting issue
Marked a bunch of unit conditions as cachable
AI modules no longer show consideration groups in their DSE, onValidate ensures that they are not allowed
Various AI designer improvements
DSE skips considerations when scoring a module.
Module score (bonus - penalty) is applied to both the Goal and Goal Plan.