19,298 Commits over 1,614 Days - 0.50cph!
TribeStatMeasurementTrigger uses stat measurements extension methods and Groups built in stats rather than manually averaging values
Added GroupStatConsideration
Data save, player prefab tweaks
Fixed ActivityManager.SubscribeTo being shit
Player progression / AI unlocks must specify desire type
Fixed BaseDesire.Fulfill NRE
Added Hint to BlackboardData
Removed internal callbacks in BaseDesire
Fixed SetNewHuntingTarget goal plan creating infinite hunt desires
Fixed player controller not actually creating instance of AbilityPlan for the default neutral target ability
Default RMB command for neutral targets is to create both hunt and kill desires
Desires event cleanup
Hunt Desire can now specify a UnitSettings.
Added InternalReset to Desires.
AI unlocks via goal plan completion and activity (Desire fulfillment) listeners
AI unlocks definition editor
Added hunting area hint
CreateHuntDesire action has two modes (blackboard, target position)
Added Tribe Amount of Food Consideration.
DesireSelector cleanup
group cleanup of unused stuff
Item pickup sets group ownership of item
Crafted items have Group & Controller assigned to that of the unit doing the crafting
Commenting out DataAssetValidator which I suspect is causing reimporting of various assets
Fixed ResourceViewUtility not picking up state objects that are inactive in the source asset/prefab
Fixed NRE in KeywordsUtility.BuildDescription effect overload
Testing tree felling fuckery
Visual FX scale reset optional
Arrows can only be held in RHand, so Bow isnt blocked
Fixed VisualFX entity destruction callback MRE
Added IsHeldItem condition blackboard mode, used by Equip Weapon goal plan in human offensive AI module
Testbox nospawns consistency
Data save, testbox_nospawns navmesh
Ammo usage WIP
It's now possible to craft more than 1 item (arrows)
Visual FX positioning tweaks
SensesMeasurementTrigger logs values for the evaluation
Increased "TooNoisyToSleep" threshold
Starting date/time is set in survival game mode def
Removed dead zombie dude from testbox
Effect has short description field
GetCriticalEffect should use first or default
made freezing idles a bool
Fixed Effects.GetCriticalEffect being shit
Visual FX destroy on entity destruction
Player controller cleanup
Reduced unit audio distance
Removed collaboration for curing sickness.
FeedItemToTarget action (with blackboard and intention support)
Humans no longer aligned to ground
Cure Sickness collaboration ability (recipient must be disabled).
Role definition "herbalist".
Target Consume Item action (target unit as behaviour target, item as blackboard item).
if human temp <20 then play freezing anim as idle all the time (should beable to still emote)
trying to stop bear noise from turtle