19,298 Commits over 1,614 Days - 0.50cph!
Fixed a bunch of UI positioning issues cause by change to screen space camera mode
GPV slot debugs failed comparison scores
Add GPV score to the Agent Behaviour editor.
Increased interval between lightning strikes during storms
Take goal score into account when calculating goal plan variant score.
Agent+DecisionMaker "Update X Among Best In Heap" methods return bool, allowing for cleaner breaks out of "Find Best" loops
Added some comments to Agent+DM.
DecisionMaker.ScoreGoals no longer needs to test module validity for each goal, as module conditions are evaluated earlier
Goal priority implementation re-introduced, works the same as GoalPlans
When gathering elements among the best in heap (within deviation threshold), make sure we do the calculations right!
Added sleep need consideration to Sleep anywhere goal plan (since GPV doesn't use Goal's score at all, GPs for Sleep needed to take the need for sleep into consideration (which they didn't have to before when just competing internally).
Unit knowledge storage stores dict of entities by type to reduce number of entities we filter through during DM
Decision log enum renames, module style
ai debugger now show a little more module debug.
Log best module in ai debugger
AI Debugger : Show all module log groups by default in
Disabled portrait render cam
Forgot to pass starting zone through Session.StartNew in editor
Reverting MaskedIcon shader change
Wrapped some debug string construction in the proper conditions in UDM filtering to avoid GC
Reduced max DM target values for most units
Testing camera UI render mode
More ordering tweaks, reduced sleep speed multiplier
- Testbox in build, scene select via menu
- Added EyeHistogram compute shader to preloaded assets in attempt to fix Unity NRE
- Added support for custom starting season
- Fixed DataBrowserTab out of range (missing path in Database)
Activity severity & pause on notify support
Asset validate + save
Heap based decision maker modules (among the best picking).
BehaviourChainFilter.FilterBySmartObjectViability validation
Fixed WakeUp GoalPlan filtering an ability for SmartObject viability
Fixed missing GUI style for AI debugger
Deleted and reimported post processing stack, leaving in root folder to see if it helps builds because reasons
Fixed missing options toggles
WIP tribe creation and game setup revamp (added scenario and island choices to start new game screen on main menu)
Goal.ModuleWrapper can be null when the GPV is player instigated, so let's check for it.