19,298 Commits over 1,614 Days - 0.50cph!
Unit.IsMoving checks current speed vital
Fixed UnitMovementSpeedTrigger not working properly
Added interactable rock items to the cliffside spawns
DesireConsideration never fails, but just outs 0f if no matching Desire was found
Units start with a default body heat gen value of 1..
Removed throw attack from spears
Removed StatisticalModel data type, cleaned up considerations a bit
Effects for each movement mode
Unit collection stat boost tinkering
Added Mood VE to the fire
Invert IMAvoidThreatAtCurrentLocation response curve
AttackTarget resets movement mode on break
-reimported stats, they broke
Data tweaks
Removed unused MaxSafetyNeed and InverseTemperature considerations
Added SitByFire GoalPlan under Social / Socialise
-CarryingAnything condition fixed, in turn fixes Deposit To Building so it actually works
Forgot an #if UNITY_EDITOR
-trying a new 'Deposit to building' goal
More Survival Goal branch tweaks
Removed Bool/InverseBool types from ReponseCurve, also removed the "use animation curve for sampling" flag, no we only use the anim curve for front end visualisation even though it's shite.
-fixed bug in GroupedConsideration that returned MoraleInverse to always be 1
We now take the average rather than multiply. We lose some early rejection, but should get better results.
-warmth need was broken and always 0, fixed it to work as intended.
DSE return 0 on consideration "fail"
Merge from consideration return
Consideration.Score returns bool, outs float score
Nuked some old un-used considerations and a random blank script, tweaked debug view to show Needs, then Vitals then Attributes
Exposed ScoreForDM flag on goals, plans, and the node vis editor
Failure implemented and is now the penalty calculator.
"Cold" Need, aka inverse Warmth
Warmth Need consideration uses new stat, better curve
Added Warmth simulator to StatSimulators.cs
Added Warmth Need, updated stat collections
Reverted to cs#3723 Unit.Animation.cs
Updated island scene, reset waterfall sound pitch
First iteration of penalty (not yet using failure).
more furious waterfall sound settings
Flattened water.
Switched AO to gbuffer so that it doesn't crap all over water/particles.
Fixed null action in Ability.InitiateChildPlayGroup