19,298 Commits over 1,614 Days - 0.50cph!
UnitVoiceDefinition validation/editor button to populate bundles for each sound type
Warnings
vox added to success anims
Nuked some unused goals/plans
GameManager restart fiddling
Deleted some old/broken assets with missing scripts
Warnings
More Entity description improvements, tooltip string builder and interaction naming
BaseEntity.GetDescription through Machine and processes
Failure history uses a dictionary, added a cleanup via OnHour in Agent+Behaviour
Goals no longer support fallbacks, only GoalPlans, improved fallback book keeping
Warnings
Waking up from sleep now restores the previous game speed.
Hopefully fixed crazy spear throws
CookCorpse should now generate activity at the correct moment
Actually fixed Action.Blackboard NRE
DataAsset references updated on demand/first run
Fixed NRE related to Action description generation
Fixed bad panels in DebugTools
Tribe now starts with a spit to cook meat on.
People should wait for thrown weapons rather than starting conversations.
Action.Description keywords fuckery
Fixed some bad target filtering
DataAssetUtility.DuplicateAssetHook no longer stops the command working in the scene view
DataAsset reference counts stuff
DataAssetUtility.ResetDataGUIDs and DuplicateAssetHook
Fixed some bad AI graph data
Fixed AI Designer not properly saving graph data
Implemented Penalty consideration type and moved negative contributions to penalties
Refactored AI module node graph data
Moved breeding collaboration out from Human - Collaboration - Social and into Common - Collaborations - Breeding, and applied it to Human, Bear and Deer.
Renamed DSE BonusConsiderations to Bonuses, touched 230 assets \o/
Added DSE Penalities (not hooked up to functionality)
AssetMenu dropdowns now have two buttons : "S" for selecting the asset, and "E" to edit it in a popup window
Removed empty/null AI Module from Bear unit data.
Use absolute distance as a score when considering collaboration behaviours.
Done testing things with the Campfire spit, so let's remove it from the starting pool.
- When instigating collaboration, we shouldn't move to target before we make the request for collaboration, since it would make everyone walk up to each other's position at that moment (walk past each other), which looked stupid.
- Removed Breeding Social stuff, since Breeding is purely a Collaboration thing now.
Fixed AI Designer nodes not dirtying assets when changes are made
AI Designer code layout/partial orgnisation
Moved a bunch of DebugTools entity component panels drawers to their own classes for cleanliness
Added combat states.
Picking up spears is looking good (hopefully).
Fixed Manage Weapons Goal GPV slot
Don't consider weapons without their smartobject enabled
Corpse handling of attached projectiles now includes re-enabling their SmartObject components during setup
Combat+Callbacks OnProjectileHit only re-enables projectile SmartObject components when the projectile missed
Moved more things to mouse up
centralised input and eating of inputs in PlayerController
BehaviourChainElement.GenerateDescription uses keywords
Behaviour keyword boilerplate, KeywordsUtility cleanup
Fixed DecisionScoreEvaluatorsUtility.EvaluateConditions not appending failure string to the builder correctly
Fixed bad "none" text in AssetMenu
Fixed buildings and "None" desire text
Fixed crafting menu buttons not being updated correctly
Weapons now add an effect when carried
Profiler tweaks, BaseEntity.DebugName cache
Fixed DebugTools entity selection menu being created continiously, now only happens after button press