19,298 Commits over 1,614 Days - 0.50cph!
human pickup is always fast (no random slower variations)
unfucked the condition assets (hopefully)
Conditions cleanup and fixes
Meager start of Conversation Response options and its integration with the Conversation / Collaboration system.
Collaborations editor, misc stuff
Fixed bad field name in CorpseParameters (hi sebov)
text for clubs and made stone club not in starting pool
Conversations activity, UI, start + end actions, intention generator
Activity creation refactor
look around far added to triggerLook
Minor Keywords refactor, also fixes NRE in ConversationTopic keyword
Conversations scoring and storage improvements
Removed collabs conditions from idle goal
Fixed bad action description keywords
Re-ordering collab request action chains to avoid movement before the request has been responded to
Added WaitForCollaborationRequestResponse action
Lots of debug logging
Added WaitForCollaborationRequestResponse action
Lots of debug logging
Break conditions on goals
Human/Idle module behaviours break when we have pending collaboration requests
Loner trait no longer condition on social module
Fixed conversation scoring not running
Fixed people thinking that the best person to talk to is themselves
Reordering collaboration action chains to
Collaborations events cleanup
Split conversations to partial
Conversations scoring fix
Fixed ConversationsComponentSystem not being managed properly
fixed pickups being annoying
Fixed null conditions in several target filters/interactions
Fixed Animation.CanSetParameter
Dummies are invincible
Fixed PickUpThrownWeapon not working
combat anim to combat pose
Value to Machine / Machine can process changed to Machine Process
Support for multiple intentions passed through behaviour construction and player commands
Conversations stuff
reed mace added to plants
turn anim bool islighting off on break
Fixed some items not using correct shader
Consumable colour fixes/tweaks
spear anim tag set to attackhit instead of attack fire
torso layer combat anims are only visual (no state tags set) as the base layer still plays them even while moving
Support for clearing animator bool change callbacks
made dummy avoidance skill 0 so it cant dodge and changed event timing on stick attack
Added ConversationTopic consideration, WIP AI changes to support conversation topics
Added CookableEx, GetCookable entity extension method
null check in CookCookableItem.End
Cleaning up various behaviour filters