19,298 Commits over 1,614 Days - 0.50cph!
Container refactor work. Compiles, but data needs to be set up again + everything needs to be verified.
Added AI for getting out of interaction positions
Added tooltip to PRIORITY label for Game Plan in AI Designer, just to be explicit about the fact that higher priority is better.
Goal plan priority on a scale of 0-20, inverted sorting in Goal
Added some priorities to the non player commanded building Goal.
Priorities array is now actually sorted.
Goal plan priority fuckeries
Random animation triggers improvements
Workaround for crafting bare spears breaking combat
Desires UI reset properly
Fixed Desires component not being flagged as initialized properly
Fixed Desires not being reset when they're taken from the pool
Fixed some issues with desires UI not showing the "best" desires
Fixed human description string sometimes being blank
Indicator tweaks, data save
Various machine related cleanup, indicator progress exposure, ItemOutput uses Queue
Let's not let PooledList GetEnd() ever reach an ArgumentOutOfRange exception.
Let's try to have units' sleep interrupted if they are cold.
Fixed ExecuteConstructBuildingCommand removing items from the list it was iterating.
Fixed BringDispenserItemToBuilding not filtering by unit's carried items
Fixed effects ending early due to missing active action chain valid check
Fixed non-durational effects not working properly due to bad reset of Effect.TickDuration
Fixed NRE in IsRequiredForBlackboardCraftDesire condition
Refactored VicinityEffect component and usage in other components (machine, building)
Crafting AI rework WIP
Added Condition consideration for boolean bonuses etc
Disabled Human/Item Gathering AI module while we port functionality to context specific modules
Ported item processing goal plans to building.
Harvesting for buildings now works
Actually fixed injector warnings
Fixed GetBlackboardWrites.DecisionScoreEvaluatorParameters not including Considerations
First draft of tool stowing/equipping
Fixed dispensable interaction wrappers not being validated properly
Allow additive behaviours over player commanded primaries (testing)
Touched a bunch of assets because of a new field
Fixed some AI designer issues (not grabbing blackboard writes from all DSE elements in the behaviour chain editor).
Added help box explanation of behaviour chain injector elements/modes
DespositItem action has target validation modes (container, building, machine)
Added DataAsset.CustomCategory string field for additional editor menu/dropdown groupings
Deposit cleanup, deleted old DepositToBuilding Action asset
Buildings now use Deposit To Building From Intention.
Fixed player's deposit goal plan for human building ai.
Removed old DepositToBuildingSettings.
Deposit to Building from Intention now use the new Building Requirement intention.
Added new interaction intention generation method for building requirements
Added intention generation help text boxes to InteractionSettingsEditor
DepositItemSettings optimisation
Fixed issues with shader animation for building construction and campfire
Behaviour widget tooltip auto size
Various cooking related fixes
Building construction state progress now better reflects required materials and construction time remaining
Building addon progress in building hovered indicator, can't build addons and upgrades at the same time
ValueOfItemToMachineSettings -> ValueOfItemToBlackboardMachineSettings
No longer possible to add upgrades to a building whilst one in under construction
Added ItemIntention keyword, minor keywords refactor
Removed SmartReservations as a concept
Fixed missing ragdolls on humans