19,298 Commits over 1,614 Days - 0.50cph!
Navigation.IsValidDestination only returns true if the path is complete
UI fuckeries
BaseEntity caches last view position to avoid MREs when things die
Wearable durability loss on combat hits
Warnings
Disabled eye adaptation to see if it fixes these build errors
Combat.HasValidLastReceivedHit checks that the attacker in the event data is not destroyed or null
Also listen to removal of parent desires
Post processing from asset store instead of github...
Desires can now have a parent Desire
Updated post pro, fucking with player settings
NRE fix in Interrupt Attack.
Combat debug shows current Combat Ability.
Weather FX tweaks
Firewood attachment point fix (hands only)
Added Combat Component Debug
Disabled navmesh area modifiers on cliff prefab rock objects
Made area hunting into more of an attack move type command.
Positions and PositionSets can now be written directly to Blackboard.
Decision log shows role score for goal plans
Added Roles.ChangeRoleWeight for cleaner usage
Added Gatherer Role, used by various gathering related goal plans
GoalPlans can now define Role params
UnitSettings.RolesParameters no longer has to define a list of valid roles for that Unit type, instead we use them all via RoleDefinition.Definitions
AssetMenu/AssetList doesnt nest stuff if there's only a single reasonably sized group of uncategorized items (e.g. definitions)
Tweak to Wander Alone chance (from 50% to 25%)
Remove penalties and bonuses to whether we're carrying anything in the fight between gather and deposit goal plans.
Rock Stockpiles should take small rocks, not big ones (has room for 100 after all, and fits stockpile rocks better)?
improved store models a bit
navmesh path on selected unit when gizmos unit is ticked
Fixed potential missing key in UnitPortraitManager
Fixed NRE in PlayerController.EvaluateSmartObjectInteractions
FollowCamera noramlized distance fixes
Reverted dampening scaler
FollowCamera dampening scaled with timescale
gave rocks correct name and values
Tool usage in TakeFromDispenser Action
Stockpile support in PlayerController+Commands.EvaluateSmartObjectInteractions
let's not automatically set an attacker as a target, even if we aren't attacking them
Fixed vertex animation not working when items were removed from a stockpile or machine
Fixed bad deposit action mode for stockpiles
Added stockpiles for rocks and big sticks, interaction position data
store rock and stick assets
Trying out ignoring the current goal plan when scoring
Stockpile related conditions, WIP AI
Removed GoalPlanVariantSlotType.Either
quick stockpile meshs for mud and pins and removed collision from fbx import so data can build it