19,298 Commits over 1,614 Days - 0.50cph!
IsAttackingMe Condition potential fix
Started working on new AI Debugger. Ported in Entity Stats/Behaviours and Decision Log display
Added module filtering to the decision log
Removed old DecisionLog window
Cleaned up decision logging in DSE
ConsiderationSettingsEditor tweak
Combat now calculates chance to hit.
Fixed a list being serialized when it shouldn't.
Added skill gain to attacking and damage modification of melee attacks.
Fixed StatCollection init NRE
Fixed StatsComponent init being stupid and overwriting values from data
Fixed DSE not exiting early when a selector query fails
DesireSelectorSettings will only run query if blackboard has no value
Prepare BCD from blackboard data in Agent+Goals.SetCurrentGoalPlanVariant
Fixed SetUnitSpeed actions
Added basic combat AI module to all Units
Renamed StatMinipulatorParameters Apply methods for clarify, overload was pointless
Fixed Death effect not flagging Unit as dead!
Fixed potential Unit.Group NRE in Senses component
Fixed Effect.ApplyStatMinipulators calling the wrong application method for stat changes
Moved some combat code around that didnt need to be split up
Renamed combat effect field for consistency
HumanController combat state transition fixes
Human anim controller tweaks
Combat tweaks
Fixed null selector in Crafting AI module
Selector dependancy editor side support
Conditions and Considerations support Selector dependancies
Selectors no longer have a runtime object/instance pairing, instead they work like Triggers where logic is defined in the asset type definition
EvaluationContext renamed to EvaluationTargets for clarity
Fixed human_attack length
Sketching in blackboard impl
DesireSelector draft
Selectors in BeforeEditor, DSE editor
Added Selectors, plus templates
Moved all filtering functions into stat Filters class, re-organised folders a lot. Filtering is no longer semantically bound to Conditions
Better handling of skill and tool requirement data through BehaviourPlanData
BPD gets passed into Behaviour on creation
Minor tweaks to GameUI, Warmth goal weight
Crafting now uses skills and applies skill gain.
EffectsComponent.RemoveEffect Emotes EC null check
StatCollection.CreateStat will update existing stats that match data params
Fixed StatsUtility.GetStat NRE
Added PlayerTaskTriggerSettingsEditor
Removed old SkillRequirement struct from CraftableParameters
Deleted Tiredness Consideration (we already have inverse energy consideration with the same repsonse curve)
Removed StatTypes enum, now each type of Stat has it's own enum of stat definitions
Condition template fix
InteractionPlanData becomes BehaviourPlanData
Added SkillLevelConditon, for testing the level of a given skill on an entity
Added SkillRequirementCondition, for testing if we pass the required skill levels for our the BehaviourPlan in our DecisionContext package (doesnt work yet)
A couple of minor TakeFromDispenser tweaks
TakeFromDispenser now applies Skill Gain and Skills are shown in the Debug window.
Actually fix stat names in UnitSettingsEditor