17,530 Commits over 1,614 Days - 0.45cph!
Fixed stone spawner near tribe start on island 1 not having physics enabled checked
Fixed some other spawners
Logs stockpile unlocks with standard buildings
Removed role score conditions since they're unused, hid the skills list in editor as they're also unused for now
Tooltip positioning thing
Fixed woodcutter role not being unlockable
Distance considering pathfinding check range exposed via global AI config, reduced and made human only
Distance consideration is used only by humans
Tribe tracker portraits remain clickable after a unit dies
Skip portrait render requests for dead units
Fixed tutorial widget not loading properly
target filters inside conditions and considerations should now show up in the AI debugger
null check current snapshot when changing game state in audio manager
Cooking (and basket making) now unlock upon building a crafting table.
Rock is no longer a tool
(hopefully) fixed Senses not updating the lists of structs properly resulting in Knowledge containing very old distance data
Crafting for self and for tribe are now separate Goals
Tidied up Senses lists
Role on click should always work if no other interaction was found
A tribe member being attacked now triggers the correct activity which pauses the game (restricted it to only fire when the unit is at full health to prevent spam)
Roles install AI modules
Added Woodcutter module
Can toggle build menu with B key
Moved basket crafting from role equipment to its own AI.
People should now only make baskets when there's food to be gathered.
moved cooking AI to module
Added a Go Home method to GameCamera
Triggers via H key, has an exposed method on GameCamera to get hooked up to UI
Looks for first building in players group, falls back to unit average position if no buildings are built
Added a Chop Trunks into Logs plan to woodcutter module
Fixed NRE in decay panel
Fixed sticks coming from a sapling not getting a view prefab data assigned and failing to be picked up (TreeParameters now has a ViewPrefabData that gets assigned to trunk view)
Action.CraftItem now records who the item was craft for in the activity data it generates
Added ActivityData.CraftedFor, and keyword
Activity defs can specify a list of conditions and or triggers that will cause related notifications to expire, notifications UI handles evaluation
Ported diplomatic events stuff out of Activity and into new DiplomaticEvents static
Fixed various diplomatic event/activity data
Tuned AO down a bit
Activity creation logged, editor prefs exposure
Fixed Activity notifications not working properly
Possessions component initial implementation
Fixed failure notifications for possessions
added flowers back to spawn population
updated cliff02 collision to stop units feet going underground
Agent+DecisionMaking cleanup
Removed obsolete UnitFailuresWidget
Fixed building completion activity being generated twice
Activity Generation on Goal Failure WIP
Fixed activity notifications on low severity lingering forever
Added cook module to cook role
Typo fix
Fixed active role field not being set properly on a load, also fixes role UI not being correct after load
Fixed ActiveRole not getting updated after disabling a role
Fixed role widget not updating correctly after clearing a unit's role
Fixed sleep time speed not triggering
Fixed sleep speed not triggering if a unit in the group is dead
made grass spawn on "grass light" & made grass light lighter than grass so its obviously different
Activity gen editor stuff
Agent holds reference to their last failed Goal activity generator, to prevent spam