19,298 Commits over 1,614 Days - 0.50cph!
renamed AI module groups to "packs"
Sound option widget uses slider
ConditionSettingsWrapperDrawer improvements
Missing selector and tidy up of movement management
Fixed player controlled movement speeds
DSE on validate ensures that selector conditions always have a desires result of true
Moved selector assets to conditions folder (fixes them not showing in data browser)
AI designer nodes show selectors with labels
AI Module groups can now specify which unit class they're default on.
Also Reorderable list of modules.
Each unit should now have the right movement management AI.
dirtied all the things with DSEs
BestUnitToFormCollection selector now NearestGroupMember
Added GroupHasActiveCollections condition
Fixed NRE in PopupEditor
Migrated all selector types to conditions, added Selector condition type
Removed SelectorSettings, wrappers, and related code
Lost and found level rework, developed the other side of the island and mountain
Fixed bad indents caused by AgentParametersEditor
Merge from AI rework cause
Fixed tree chopping unlock data
Fixed UnlockDefinitionEditor not properly saving or displaying interactions via id lookup
Ignitable items can now be lit via specified machine processes as well as other items
Exposed Ignite Blackboard Item With Target to the player (This means the torch can now be lit on a lit campfire by the player)
Added Ignitable check functionality to ItemFilterSet
Fixed a couple of stone piles that were spawning inside cliffs
FaceTarget action now ends instead of breaking if IsFacingTarget gets set to false by something else
New Go To Unit (distance 6) action
Diplomacy-Introduction abilities now use the new Go To Unit action, looks more natural and works a lot better when used on a moving unit
Fixed building widget not showing material requirements
Diplomacy widget now shows a different display if the other tribe has not been met
Fixed some clothing items missing the standard clothing icon (helps consistency in radial menu)
gathering for fire ignores carried items
Progression tab now shows more unlocks
Fixed a bunch of unlocks not having explicit prerequisites for better UI display
Made high priority modules actually work
Added some collated descriptions to deposit interactions
Hacky fix for first building option in Build tab starting clipped (I just jiggled the scrollbar a bit)
Fixed equipment widget showing duplicate items
Common.Interactions module is high prio
Removed tired emote from lazy effect.
Emote priority scoring improvements.
AI modules can be flagged as high priority and will be evaluated before all other modules
branding/icon update because i have my priorities in order
debug misc
Added secondary item management module to humans as they kinda need that for tools and stuff.
Improved gathering for fire.
Temporarily disabled emote AI because it's annoying.
Agent and SmartObject editors
Removed BaseEntity.IsUsable (remains on Building)
rock_huge_01 remodel - files/prefab
lost and found central mountain rework
Fixed IsCarried animator bool not being set when an item is placed
Increased width of some label fields in the Player Progression Widget to reduce text overlapping
Better labels on new unlock definitions