19,298 Commits over 1,614 Days - 0.50cph!
Fixed DecorComponents not working properly
Nuked shitty decor spawn cache
Fixed bad cave camera position
fixed WorldManager zone event forwarders not working
entity id debug panel fix
Navigation component no longer disabled the NMA when unit is sleeping, disable obstacle avoidance instead
Added remove flag actions to various sleep behaviours
Added Decision.Success flag
DecisionMaker.ScoreModules rejects modules that score 0
module priority scoring fix
Cleaning up DM module scoring, high priority module handling
Fixed ClearBlackboardDesire not returning when it ends
Fixed invalid modules not being rejected by DecisionMaker.ScoreModules
Numerous post/lighting tweaks
TOD post effects have ImageEffectAllowedInSceneView attribute
Log a warning when desire selector finds existing blackboard data for the same key
Interactions module tweaks
Fixed some animation loop issues when crafting an item at a crafting table
Fixed some fields not persisting in MachineProcessActionDesire
Building and Item placement now check that a valid path exists between the currently selected unit and the targeted build/placement position, this prevents players being able to build things in out of reach areas
Disabled DSE caching in config
blackboard is now passed down from modules
Remove "inherit score from module" on goal nodes
DSE skips considerations when scoring a module.
Module score (bonus - penalty) is applied to both the Goal and Goal Plan.
AI modules no longer show consideration groups in their DSE, onValidate ensures that they are not allowed
Various AI designer improvements
Marked a bunch of unit conditions as cachable
Fixed AI designer goal pasting issue
AI designer editor consistency
fixed incorrectly placed editor only tags causing the Steam version to not ignore carried items in target filtering
Removed DecisionScoreEvaluator class, no longer need to create instances of this to evaluate a DSE from data
Moved player command cooldown tracking to Unit. Units will leave cooldown state when they go to sleep
Merged "wake up" goals into main human/sleep module
removed Jog To Thrown Weapon, so people will jog or sneak accordingly when picking up their weapon
added Notes field to DataAsset.
AI tweaks.
Hacky workaround for failing SamplePosition calls in Navigation
Fixed several melee weapons having a minimum range of 0
Two new module packs, Default Human Combat and Default Animal Combat
Default Human Combat lets humans run to their target and flee (instead of being stuck in face target)
Default Animal Combat does the same, was applied to bears and wolves (herbivore combat is still not enabled, but that's less of an issue)
Added Party Member module to humans
Added non placeholder text and images for hunting tutorial
Added Wake Up module to humans so they can wake up from sleeping
Rebake island_01 navmesh again
Enabled NavMeshModifiers on cliff rocks to fix units walking on cliffs
Unit description will now show the description of the active GoalPlan or Goal if there is one.
changed previous behaviour conditions to penalties in the idle module to not completely break it if wandering fails.