17,530 Commits over 1,614 Days - 0.45cph!
Following combat target now picks a destination at the desired range instead of directly setting the destination at target and relying on the action to do the rest.
Fixed AI debugger not cleaning up properly when closed
AudioManager history no longer uses DateTime, clears on session reset
removed hit from the base layer (even though it wasnt being used)
Added Settlement passive happiness gain (must have no active needs)
Generic prompt UI is singleton, no longer held by UIManager
Added progression paths. Player picks a path via UI prompt when a settlement reaches level 3. Unlock definitions can be gated by path
Fixed PlayerGroupActivity not working
Fixed DestroySelf action not working
Fixed some issues with entities not being properly removed from machines when picked up or destroyed
Settlement level requirements now work properly
Targeting module now checks if we have a player commanded target
Refactored player command cooldown
Agent forced tick is optionally slot-selective. Autonomous forced ticks from AI can now be controlled on the GoalPlan level.
Force tick on a bunch combat goal plans
OOE fix with agent force ticks
Better gating of GPV/BC tick by state (should resolve NREs caused by breaking inactive GPVs)
Scenario unlocks are now in added in addition to all unlocks flagged as Starting Unlock
Progression designer no longer shows scenario choice dropdown, displays unlock content in nodes
progression designer label fix
caged idle, downed ill, stir pot anims, not hooked up
Added Definition.GameValid array
Unit info widget has a role assignment row built in
Disabled roles UI widget at top of screen, added button to open this window to the menu in the top right
Various role assignment UI improvements
Interactions can now define a tool requirement which can be overridden in the wrapper.
Skinning requires blade or axe.
Command generation for depositing to machine now writes to the Unit BlackboardKey
Cook Animal On Spit checks if corpse is skinned.
More command generation blackboard stuff.
Fixed new roles UI stuff causing successive selection, various related cleanup (removed RoleSelector)
Added role assignment to detail view widget
Movement mode AI to higher priority
Human basic attack range to 0
switched priority of changing combat ability with attacking to hopefully avoid people using the wrong abilities sometimes.
Nuked MinAngularSpeed from nav data, Navigation sets angular speed from data every frame (for tweaking)
Work time consideration returns 1 all the time (pending exposure as a player controlled mechanic)
updated unitview magic unitLookAtLerpSpeed number to match peturs turn speed changes
Added CloseOnEscape utility component, replaces manually doing this in update for various UI widgets
UI management now uses gameobject active state
More UI, equipment widget prep
Fixed empty stats in unity info widget
Fixed tabbed windows nav not working
Progression settlement level unlock tweak
Fixed player command cooldown
Progression designer bits