19,298 Commits over 1,614 Days - 0.50cph!
Data validation hooks for GoalParameters + GoalPlanParameters
Removed SelfType from ConsiderationSettings
Fixing more building shit, people now grab tools again
Condition fixes, data, etc
Removed IsInFearCondition, replaced with regular flag condition
Renames, data fixes, etc
Removed pointless "self type" field from ConditionSettings. Fixed some data
Fixed human building module not working
More editor side tinkering
Fixed messy building text display.
DataEditor asset filtering fix
Removed EntityCondition, UnitCanFindEntityCondition replaced with new Entity type and EC type conditions where they were in use. Deleted a shitload of un-used condition assets
Fixed incorrect building % calculation
Fixed percentage stat modifiers not working, cleaned up Stat+Modifiable so that we no longer store two seperate lists of modifiers... (wat)
Item handling tweaks and cleanup
Fixed BehaviourChain not firing OnBehaviourCompleted event + UnitBehaviourWidget not updating properly
Removing island02 from build settings
PlayerController tweaks (don't remove sleeping flag when adding to unit's) behaviour chain
Desire tinkering
Renamed Agent+Goals partial and methods to Agent+Behaviour
Don't recalculate decision score when adding to existing player instigated goal/behaviour chain
Reset UnitBehaviourWidget on goal completion
Unsetting active combat ability when unequipping weapon
smartobject_test wall layer fix
Unit.Items.IsHolding, Combat.OnPickedUpItem tweak
PerformRangedAttack NRE catch with throwing weapons
Set spear throwing anim to correct one (hopefully)
Some clickorder files (nothing assigned yet, hold thy horses)
Only invoke BehaviourChain.OnElementAdded when parameter is passed
More dicking around with combat
PlayerController copies blackboard into GPV.BC.Blackboard when queueing behaviours
PlayerController move command FX
BehaviourPlanSettings player command FX support
More projectile / combat event tweaks