19,298 Commits over 1,614 Days - 0.50cph!
Humans will now only eat directly from a resource as a fallback for Eat Something
Added a bunch of debug logging to UnitDecisionMaker.FilterEntities
Manager.printDebug/logging cleanup in base
Regenerated names
Fixed some tribe creation customisation button issues
setting up animal shader for amplify
5.5b9 + new PostProcessing stack
amplify shader ports (mostly for backup so I dont accidently break something)
You can draw a cock and people will walk around it
More player drawing/waypoint stuff, SetDestination still potentially buggy due to array refactor
PlayerController drawing tweak
SetDestination uses an array of destinations (experimental)
not sure why but this is changed and they were gathering from bushes \o/
Forgot to add size doubling in FixedArray when we GetEnd...
FA now doubles it size using Array Resize.
FixedArray will now dynamically increase it's dimension (by doubling its size) every time we run out of space. This only happens in non-unity-editor builds.
Fixed Item.WoodLog default interaction id being 0
Added Is Busy Building Something and Is Busy Crafting Something, that a unit can consider the current behaviour of another unit when making decisions.
A unit will not try to collaborate with someone that's busy doing something else (like building or crafting).
Behaviour.Tick/SimTick don't call Break when target entity is destroyed
Human - Movement Mode slot set to Secondary, to mimick Common - Movement Mode.
Human - Movement Mode should probably be set to Movement Management DM type.
Added a Human - Movement Mode specific to humans, that takes thrown weapons into account for movement speed.
ActionSettingsWrapper can now override the description for that action generated by the parent behaviour
Renamed trigger anim actions to match their new param types (bool)
Added AIManager.DebugLoggingEnabled
Debug tools hook into player controller deselection, too.
better fix for sebs hack to stop units looking at desitionations when navmesh path is not a straight line from unit to dest
Added global Animation Debug flag in UnitManager, used in Unit.Animation
Entity.IsSelectedForDebug is now set/unset by DebugTools. not the AI Debugger
Added ActiveBehaviourConditionSettings
converted crafting, hammering and chopping triggers to bools
Energy Consideration curve tweak
TribeMemberActivityTrigger tweak
Play on break for the off animation allow us put it after Consume One, and it looks much better.
Consume from dispenser now looks slightly better, but still not perfect.
Re-working how combat kill activity is recorded
TribeMemberActivityTrigger checks that the activity creator is a member of the player's tribe where applicable
Names config, wearable condition fix
Some UIElement/Screen/Widget refactoring, added support for widget isolation
Moved crafting and building modals to their own widgets
Dispenable interactions no longer get names from their wrappers
Small animal skin requires 20 hide
Fixed ItemHasHolder.Modes.Any