19,298 Commits over 1,614 Days - 0.50cph!
MachineProcess.IsAvailable is virtual, no longer persisted
Sleeping effect dops all items
Fix the among best condition in DM that we don't throw away all the best ones and keep the rest.
InteractionPosition block check is on demand, commented out failures UI debug log
Commented out a debug log
5.6.0f2 shader auto-updates
Fixed NRE in Ambient Sound Player
EntityViewUtility fuckeries
AmbientSoundPlayer uses TimeRange, added some utility
AmbientSoundPlayer no longer uses AudioManager, instead requries AudioSource sibling component
Some syntactical cleanup, but solution looks great!
Removed missing atmospheric music reference
Remade berry bush view
Fixed some issues with TakeFromDispenser
HarvestFoodConsideration now DispenserItemFoodValue, writes to blackboard.InteractionPlans
Added BlackboardKeys.Dispenser
Fixed bad FuelToEffect.Progress value
Fixed machines not updating shader animation values when items are removed
Various food AI module tweaks
seems to be more or less working now
Reset game time when restarting or starting a new session
SmartObject subscription logs are gated by AIManager.DebugLoggingEnabled
Removed debug logs in FuelToEffect, fixed incorrect DateTime comparison in OnHour callback
Fixed fuel to effect not consuming items as they burn
Working towards fixing the issue with DM.
BinaryHeapPriorityValue replaces LastDecisionScore in the binary heap random selector.
GPV score comparison logging
Fixed machine process being stopped in Tick due to stupid code
FuelToEffect.AddItem only adds time to the process EndTime when already running, else we let StartImplementation do the calculation
BehaviourChainElement handles smartObject unsubscription
CancelSmartObjectSubscriptions should be called consistently from BehaviourChain with respect to IsBroken check.
Remove dangling CancelSmartObjectSubscriptions from Agent+Behaviour (from past reservation logic).
Removed old call to BehaviourChain.CancelSmartObjectSubscriptions
BehaviourChain.Break calls CancelSmartObjectSubscriptions before breaking the currently active behaviour
GoalPlanVariant.SetActive and BehaviourChain.SetActive both return bool, better handling of failure
NRE catch in PlayerProgression.OnUnitGoalChanged
Replaced BehaviourChain.CurrentElement property with GetCurrentElement method
BehaviourChain.SetActive active returns if CreateInteractionBehaviour fails for any reason
Added some debug logging for selected unit subscription changes in SmartObject
Human/Hunting AI module has "Is Sleeping == false" condition
Increased momentum drain on idle goal plans
Improved machine process availability checks (cache dependency state)
Fixed MachineProcess.IsAvailable never being set back to true when the items are removed or used
Removed useless smartobject subscription cleanup from GoalPlanVariantSlot.TrySetGoalPlanVariant
SmartObject.CanSubscribe no longer checks for existing subscriptions
Commands widget category toggle button sounds
Fixed hover animation issue on tribe trackers