17,530 Commits over 1,614 Days - 0.45cph!
Remove "inherit score from module" on goal nodes
blackboard is now passed down from modules
Disabled DSE caching in config
Building and Item placement now check that a valid path exists between the currently selected unit and the targeted build/placement position, this prevents players being able to build things in out of reach areas
Fixed some fields not persisting in MachineProcessActionDesire
Fixed some animation loop issues when crafting an item at a crafting table
Interactions module tweaks
Log a warning when desire selector finds existing blackboard data for the same key
Numerous post/lighting tweaks
TOD post effects have ImageEffectAllowedInSceneView attribute
Fixed invalid modules not being rejected by DecisionMaker.ScoreModules
Cleaning up DM module scoring, high priority module handling
Fixed ClearBlackboardDesire not returning when it ends
module priority scoring fix
DecisionMaker.ScoreModules rejects modules that score 0
Added Decision.Success flag
Added remove flag actions to various sleep behaviours
Navigation component no longer disabled the NMA when unit is sleeping, disable obstacle avoidance instead
entity id debug panel fix
fixed WorldManager zone event forwarders not working
Fixed bad cave camera position
Nuked shitty decor spawn cache
Fixed DecorComponents not working properly
Collated command for Adding Fuel To Fire
Fixed Breed request not hiding from UI if target is not human (0_o)
radial menu disabled button state improvement
Fixed a set random destination being used by hunting that was set to a 0 radius and was failing immediately
Added a Player desire bonus to move attack to make sure player hunt commands are followed while there are buildings to construct
Added an icon for hunt desires
Replaced some List.AddRange usage in various AI code (was generating garbage)
Placing a campfire now creates a MachineProcessActionDesire for the machine process
Fixed Unit.Progression component not unsubscribing from events.
Fixed Unit.Progression subscribing to AIManager's global behaviour completion event, instead subscribes to only it's own
Fixed DecorAlign NRE spam
MachineProcessAction desires are fulfilled when the target process' capacity hits ~100%
Added MachineProcessCapacity consideration
Deleted FireFuelCapacityConsideration, replaced usage with MachineProcessCapacity
Hide unit path widget/line renderer when UI is invis
Fixed several audio channels not respecting audio settings (Ambient/Ocean/Weather/Wind are now controlled by the Effects slider)
Exiting Effects now get a an extra Tick so that exit actions are run correctly (fixes units getting stuck in stealth pose)
Fixed projectiles not reparenting properly when detached from a corpse
Fixed corpses not getting cooked on spits properly, they should now stay on the spit and not burn so the tribe can butcher meat off it as needed
updated foliage sahder to use new append node