19,298 Commits over 1,614 Days - 0.50cph!
HumanView flag set callbacks returns early if we're a clone (hack)
Fixed some world activity types causing notifications to pause the game
Increased pool size for unit commands widget
Fixed bad tooltip positioning
Added support for assigning a new View to an Entity
Added support for bald people
Added Consumable Value fields (don't do anything yet)
Food Need normal distribution
Added BaseEntity.SetView, BaseEntity generic constraint for EntityView type
CookableStates.Burned renamed to Burnt
Fixed missing profiler sample in FilterUnitByFlags
Fixed Agent.ConditionDebugAction not being gated properly
Fixed bad ragdoll setup causing HumanView to be disabled for reasons
Removing a bunch of foreach
Removed decision score from Behaviour Chain.
More work on debug logging (for modules)
A bit of work on getting things to flee a bit earlier and be a bit more afraid of approaching threats experiment.
the GP of a player commanded GPV now needs to score same as its BC, since BC isn't part of the GPV anymore.
More cleanup & logging consistency
Decision logs for module conditions
Agent.DecisionLog holds a list of assets, accessible via drop down menu on each line of the debugger
log to ai debugger when a module win (or when it doesn't).
Fixed OpenNewDecisionLogGroup not adding itself to the group on top of the stack
Fixed missing case in AIDebugger.GetLogStyle
Fixed duplicate close group call in Agent.DebugEndBestGoal
Error handling in Agent.CloseCurrentDecisionLogGroup
Fixed Agent.OpenNewDecisionLogGroup not adding log to the stack
Decision log cleanup. removed Types enum, renamed DecisionLogStyles to DecisionLogTypes
Decision logs that always get added to the open group on top of the stack, otherwise added on their own
Moved consideration contribution range to a default of 2, so that the center/average is 1. This because having no considerations will yield a score of 1.
Removed duplicate scores between Goal and Goal Plan in situations where it should be safe to do so (in theory of course).
Properly count-check heap popfront uses to prevent NREs.
Tail setting must check for 0 count.