19,298 Commits over 1,614 Days - 0.50cph!
Agent debug panel now shows goal momentum
DecorPopulationSettings OnValidate removes null prefabs.
DecorPatch warns if there are no prefabs.
Fixed camera controls not working
Replaced all OR conditions with ConditionGroups in OR mode.
Node editor now shows the condition mode.
Changed some conditions to use GetEntity instead of Target.
Disabled some filtering and validation of conditions pending a check for blackboard key targets.
Fixed scene loading using path instead of build settings name
Use MapSettings consistently various systems
Saved all DSE owning assets,, fixed ConditionSettingsWrapper.OnValidate bug causing dirty flag to get unset
More scenario editor
Added some JSON type converters
Condition groups are now working.
Removed Conditions from DSE and related editors (hopefully).
Scenario progress
Compile fix
ConditionGroups editor side WIP
More scenario editor progress
Misc grave fixes
Machine process can now define the conjunction used on the process ability, so it now supports "Cook Rabbit ON Spit" as well as "Bury Jim IN Grave"
Added some info text to the MachineProcessSettings editor to show an example of the machine process text
Scenario editor workshop progress
Added Goal Momentum which can be broken by designated Goal Plans
Scenario editor progress
Updated Facepunch.Steamworks
More conditions for corpse gathering AI.
Or condition now owns its own DecisionContext so you can select the evaluation target for and also within the condition.
Unlocks can now be unlocked via a trigger
Graves unlock is now unlocked when a member of the player's tribe is killed
Fixed some more issues with dead/buried units
Debug tool spawn section now has a recent tab that lists the last 10 items/units/buildings that were spawned
Added a grave building that can be used to bury a dead unit
Can only be spawned via the debug tool (there's an unlock definition for it, but it has no conditions yet)
Also fixed exceptions when mousing over a unit that was killed via debug tools
More scenario editor save/load basics
Scenario editor save/load WIP. List scenarios in UI
komodo and crocodile material setups
Added the territory module to the bear and added a select random position in territory so bears don't wander as much and murder tribes
Rework of KillSummary so it will retain the name and settings of killers after the entity has been destroyed.
People will now only pick up a corpse they killed (or one killed by another group).
Delay crafting window desire creation until after deactivation callback so that we see changes on the desires UI
InCombat == False on a bunch of food Goals
Testing not considering a failed consideration as a failure if the score is inverted.
AI tweaks.
Fix for default DSE condition/consideration type filtering
Fixed Unit.Desires.GetAllDesires returning true when the buffer is empty