19,298 Commits over 1,614 Days - 0.50cph!
Fixed activity notification UI colors
Added portraits to activity notifications created by units
Portrait clone creation resets all animator parameters to their default values
Added config data for desire icons
ActivityData can override icon
ActivityData can override icon color
Added an IgnoreEmptyDispensers option to target filters
Switched the cook module filters back to first candidate mode and made them ignore empty dispensers
Harvesting roles AI for harvesting tribe desired items WIP
Switched a few cooking dispenser filters to all candidate mode, needs to evaluate multiple dispensers because the first dispenser could be empty
Possessions now stores a list of current possessions
Added actions/abilities and conditions for adding/removing and querying the current possessions
Item Management will no longer drop items that are in the possessions list
BehaviourChainFilters now have a CandidateMode allowing them to select the first valid candidate instead of filtering all candidates of the same entity ID.
Testing this in Crafting and Cooking modules.
Some fixes to goal failure activity.
Being unable to craft now generates the correct activity.
Goal Failure activity is now tracked by the Goal rather than the Agent.
Added a timer after which we repeat the activity if it is still ocurring.
Agent holds reference to their last failed Goal activity generator, to prevent spam
Activity gen editor stuff
made grass spawn on "grass light" & made grass light lighter than grass so its obviously different
Fixed sleep time speed not triggering
Fixed sleep speed not triggering if a unit in the group is dead
Fixed ActiveRole not getting updated after disabling a role
Fixed role widget not updating correctly after clearing a unit's role
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 activity notifications on low severity lingering forever
Activity Generation on Goal Failure WIP
Fixed building completion activity being generated twice
Agent+DecisionMaking cleanup
Removed obsolete UnitFailuresWidget
updated cliff02 collision to stop units feet going underground
added flowers back to spawn population
Fixed failure notifications for possessions
Possessions component initial implementation
Fixed Activity notifications not working properly
Fixed various diplomatic event/activity data
Tuned AO down a bit
Activity creation logged, editor prefs exposure
Ported diplomatic events stuff out of Activity and into new DiplomaticEvents static
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
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)
Added a Chop Trunks into Logs plan to woodcutter 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
moved cooking AI to module
Moved basket crafting from role equipment to its own AI.
People should now only make baskets when there's food to be gathered.
Can toggle build menu with B key
Roles install AI modules
Added Woodcutter module
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)
Role on click should always work if no other interaction was found
Crafting for self and for tribe are now separate Goals
Tidied up Senses lists
(hopefully) fixed Senses not updating the lists of structs properly resulting in Knowledge containing very old distance data
Cooking (and basket making) now unlock upon building a crafting table.
Rock is no longer a tool
null check current snapshot when changing game state in audio manager
target filters inside conditions and considerations should now show up in the AI debugger
Fixed tutorial widget not loading properly