19,298 Commits over 1,614 Days - 0.50cph!
store_sticks holds 100 sticks
AIManager.OnAgentBehaviourCompleted rename
UnitAttachments slot blocking WIP
Effect statManipulators clear in reset
Effect.Assign shouldn't clear ActionChain event listeners
rocks in stack are limited to 100
Zone spawn flags allow for toggle of biome populations as well as pre-placed static spawners
AI : DecisionMaker decisions array is static, added logging for decision & entity counts, renamed some members in UDM
rock and stick store models
More detailed Decision array logging
Fixed NRE in BlackboardDesireItem keyword
remove incorrect event from anim
Harvesting rocks from stone piles take less time
Editior : GoalPlanSettingsEditor AddElement button allows for creation of new assets via popup editor
AI : Fixed Desire momentum simulators not working (reflecting on incorrect type)
AI : People will now prefer to gather items and only harvest as a fallback when gathering scores too low.
AI : People now bring large items back to the camp before breaking them up (big rocks, logs etc)
AI : Actions.DropItem now has two modes; Target and BlackboardItem
checked in the correct version of the happy walk
Removed fulfilled and expiry state from Desires
Item events refactor, using System.Action instead, awareness of player commanded actions
Fixed Dispenser.ProvidesDesiredItem returning true when it had not assigned a dispensable info to out
Mood overlay not always enabled in code
Fixed NRE in Dispenser.HasDispensable
Added DispenserDesireWeight consideration which attempts to find dispensables items on the target entity that match a unit's item desire
Small hut uses 1:1 mapping for rock requirement
Fixed bad filter check in Dispenser+Items
Item carried effects actually hooked up :o
Desire params reset
Removed overloads for HasDispensable, now uses updated DispenserItemFilter, also recurses through dispensable data
Re-enabled Human/ItemGathering/FindDesiredItem GoalPlan
Big rock uses material type "Stone"
Fixed some bad data in gathering related AI modules
Fixed UnitDecisionMaker running interaction plan filters for non behaviour elements
Senses overlay improvement
Fixed ItemDesire not correctly assigning data on init
TargetFilter 'BlackboardBuildingMaterialRequirements' Desire creation mode now supports both item and material requirements, creates desires for both
UnitDecisionMaker.CreateDesires missing a ! in component enabled check
Fixed zone spawn controls not actually working
Added various overloads for Dispenser.HasDispensable, fixed ItemSettings overload not checking dispensable availability and quantity
Added InteractionsPlans list to Blackboard keys/data
Added DesiredDispensableInteractionPlans Selector
Added BlackboardInteractionPlans mode for BehaviourChainInjector
Fixed GoalPlan editor not pulling Blackboard reads from TargetFilter element Selectors
Removed harvesting related GoalPlans from the Human/Building module
removed duplicate anims and update animevent position
some polish on dual item carrying anims
Senses overlay shows visibility score of target unit
Senses overlay forced for selected only
Senses overlay ignore selected