17,530 Commits over 1,614 Days - 0.45cph!
Role score is now at the Module level.
Role scoring moved to the Goal level
Removed Role scoring from DM.
Added a Consideration for it.
EntityManager update gate
added tutorial screen for Find A Friend
Hide unit path widget when UI in modal state
Skill definitions can specify attribute gain params in data
Added Role preferences to personality defs, which give different people randomised base weights for certain roles
Attributes have a calculated soft cap
Nixed a load of shitty placeholder beliefs and added some new personality types
Roles refactoring and cleanup
UnitIsCollectionMember data fix
Fixed party members not actually getting their combat targets set to the leader's one
combat debug panel shows if target was player commanded
Generated names are now owned by EntityManager so that the pool of names is used for all humans, not just the player tribe.
Remove RallyGroup action (pending refactor of how we handle this kind of group based command)
Fixed AI module editor not allowing conditions of certain types to be added to the DSE
Removed some rally related assets
Attacking now attacks the current combat target rather than setting it.
Human Defensive module won't run if there is a player commanded target.
Removed player commanded hunt desire creation ability because it sucks
Human Defensive module only disabled if unit is selected and has a player target
Make testbox_hunting great again.
Added testbox game mode to test stuff without losing the game.
People should now actually pick up corpses and drop them by the fire.
Improvements to autonomous corpse gathering / butchering.
Added categories to most target filters.
Cleaned up the setting of combat abilities and weapons in Combat.
We now only consider weapons equipped in the right hand to be useable.
Fixed some exceptions that could be thrown when an entire tribe of humans was killed
Added a Health Bonus to the Fight (Human) goal to try and stop healthy units fleeing so much
Added a "Hold Ground" goal plan to the Fight (Human) goal that does nothing - this hopefully keeps units from not having any valid offensive goals and falling back into defensive/fleeing (trying to stop the attack once and then run away combat pattern) - there might a better way to handle this, but it seems to be effective
Fixed units repeatedly trying to Return to Territory while they are already in their territory
Tabbing to an unselectable unit will now skip to the next selectable unit rather than stopping
Fixed carried units appearing in a units portrait view
Unit Detail View tab no longer shows what the unit is feeling if they are dead, instead shows the "Dead for x hours" text we use on the toooltip
Unit now stores a UnitDeathReason + UnitKilledBySettings to store how a unit died and what killed it
Those two fields + the death time are now persisted
Fixed player tribe spawners adding territory at 0,0.
tweaks to corpse picking up and dropping AI.
Added TargetFilterCondition
TargetFilterConditionEditor
Changed TargetFilterCondition to not require target and be of selector type
Target Filter as selector for making fire WIP
NRE fix for decisions with no Goal Plan
made campfire gathering filter condition not shit
TargetFilterCondition should now properly copy and write back all blackboard data consistently
improvements to fire gathering AI
(Changes from 13230)
Exposed evaluation target dropdown for condition and consideration wrappers, now possible to choose Self, Target or BlackboardEntity
Removed the EvaluationTargetType field from conditions and considerations