19,298 Commits over 1,614 Days - 0.50cph!
HostilityConditionSettings returns if target is null
BaseEntity cast cache tweak
More decay stuff
BaseEntity.Log formatting fix
Fixed wooden hut not being in the starting pool
unticked "positional" on resources to make them work without interaction positions
coffee beans on coffee bushes
Building deconstruction no longer uses Skills. Editor tweaks
carrots, water mint and dandelions
Refactoring/cleaninup BaseEntity.Settings handling and cast caching
Building data + editor stuff
Buildings no longer have Stats and Effects components by default, doing decay in code without Stats for now
Building decay stats setup
Global "show help" editor pref, toggle in DataBrowser.
Removed randomised density crap from SpawnPopulationSettings, added some explaination text to the editor
StatsParameters validation for data, names for StatData entries
StatTypeDefintion groups by EntityType in DataBrowser
Added some Building specific Stats (Rain & Wind Resistance, Structural Integrity)
DataBrowser effect labels prefixed by EntityType
EffectSettings.CanApply checks for valid EntityType
Adding EntityType limitations to EffectSettings, StatTypeDefinition. Touched a lotta data.
Merge from BuildingConstruction
Building decay system groundwork
Updated all GoalPlan assets with new field names, because Unity is lying to me.
Renamed "Behaviour Chain Selectors" to "Target Filters", added tab in DataBrowser
AI : Human - Food module scoring tweaks, added Eat From Resource GoalPlan
Fixed NRE related to player commands reseting selected unit's current goals
More conditions cleanup
Removed useless Unit.Targeting component and related condtions, actions and a selector
DataParameters.id HideInInspector
Condition asset organisation
Rolled all Corpse related conditions into single CorpseCondition with modes
Fixed TribeTrackerWidget.Tracker.IsVisible NRE
Agent+Behaviour now deals with GPV slot state callbacks and failure history tracking
DecisionContext Confidence calculation is hooked up again, using new failure tracking
GoalPlanSettings now strores a list of optional "fail on interrupt" references to other GoalPlans
Improved TribeTrackerWidget couroutine management to avoid rare IOEs
Collaboration request recipients don't null their reference to the request on accept/decline
Added testbox_nospawns scene
Collaborations request state cleanup
fixed garlic not lodding, was due to missing material on collision mesh(weird)
improved wolf walk anim
added wolf addtive in combat facial anim
Enabled collaborations modules
SerializedPropertyEx.Remove also applies property modifications to the root SerializedObject (fixes behaviour chain removal button not working in GoalPlanSettingsEditor)
GoalPlan.PickUpThrownWeapon uses the regular PickUp Interaciton
Disabled fancy reflection that doesnt work in DataAsset.GetReferences
Asset name typos, data save.
Fixed potential IOE in AIDebugger
Re-wrote fallback GoalPlans system to be use existing systems and be less shit (Goals and Plans can be flagged as fallback, only considered when all non-fallback siblings fail)
Started adding last thrown weapon things
Fixed "Add Goal" button not working on Module nodes in the AI Designer