19,298 Commits over 1,614 Days - 0.50cph!
Found a bug in DSE, where we'd say "exit early" even though we didn't set final_score to 0, when there were no bonuses present.
Added a trigger that listens to Interactions
Work on herbivore behaviour and territory.
Stopped corpses from vanishing when cooked
Score for DM, weight and confidence for Goals and GoalPlans is now held in the module data wrapper types, rather than the Goal/Plan params data.
DC IsGoal/IsGoalPlan tweak
Hide/force true "Score for DM" flag on Behaviours
DSE scoring only applies weight and confidence mulipliers to Goal and GoalPlans, not behaviours.
More prefab updates, collision matrix cleanup (projectiles no longer hit Resources layer)
renaming files and new atmos piece
CookCorpse completes when corpse is cooked. Imagine that.
SmartObject NRE catch
Ragdoll update util fixes, prefab rebuilds
Fixed tutorial triggers being able to trigger the wrong task
UnitViewUtility tweaks
HItbox always sets collider to convex
Rebuilding prefabs...
added unit dead state to human dying so ragdolls happen immediately
Fixed Animation component setting bad speed values, also return in Tick if Unit is dead
Removed FixedJoint from AP, updated human prefabs
StatsUtility stuff, Human constructor adds all skills and needs via enum arrays
Fixed + catch skill related NRE in Combat+Callbacks
HumanView connects all AP fixed joints to the root RB
stopped animator idle confusion with isInjured and isExhausted, will always play isExhausted over isInjured as isExhausted will finish sooner
Fixed Activity Triggers not actually checking the activity sub type
Added a couple more tasks to the tutorial (not quite working as intended yet)
Added avoidance setting to appropriate navigation event
Navigation listener for behaviour complete
Minor Behaviour event refactoring
Consideration contribution error warning UI
Consideration contribution sliders lerp color
Data save
Temporarily removed LOS check from combat ability selector
UDM decision log BC element/variant failure will print raw asset name + type rather than override
StatComparisonConsiderationSettings stat type selection draw attrib
Renamed a consideration for clarity
Added UI Hotspot event trigger utility component
UI tweaks
rabbit improvements and made a bit slower and reimported spreadsheet stats
UI only shows a single notification, with queued count. Timeout remove/click to go to activity source position/entity
HumanView.SetupClone destroyed any attached UnitViews (e.g. carried corpses)
Activity refactoring/cleanup. Activity objects no longer store a type selection object, instead the ActivityTypes prop is abstract and derived types store expose "subtype" properties
More work on detecting when picking a ranged ability (shooting a bow) would be a bad idea, eg. you'd shoot straight into a cliff-side or a big stone. A wee bit hard/time-consuming to test, so this needs more testing to confirm whether it works to a desired degree or not.
Numerous UI tweaks. Desire text generation simplified
fixed error with old turn action trasitions
Momentum moved out of DecisionPlan and into GoalPlan