19,298 Commits over 1,614 Days - 0.50cph!
-removed some debug messages
Fixed DM filtering showing when BCD read is not None
Fixed BC elements not always exposing BCD read selection in editor
BehaviourChain elements are no longer flagged with a ScoreForDM bool, instead when their BCD read property is set to None, we expose DM target filtering
A bunch more work on desires code, plus building and crafting goals data
-BBC
(Better Bird Culling)
Hopefully fixing MusicManager not working
Renamed Goal-Safety to Goal-Settlement
DSE bonus considerations change to test how this approach works
Removed un-nessecary clamps from DSE score calc
-hacky version to have bonus_considerations' various response be additive only. It's not a great solution, but it prevents zeroed bonus_consideration to zero the whole bonus, and avoids adding gigantic numbers (which would happen by summing)
-couple of abilities were deleted a few commits ago and errored on startup (Human still had them), removed
-removed empty goalplan in FulfillCraftDesire for it was breaking execution
added PROP bones to male and waist PROP for female,
brightned animal skin colours a bit
Removing the concept of "active" Agent Desires
Tweaked item desire fulfilment
Bonus considerations in some Pick Best abilities
Updated DecisionPlanParametersDrawer
Added a second list of "bonus" Considerations to DSE
DecisionContext GetBonusFactor always returns a base value of 1
DSE final score is 1 as a base
-spawnradius in debug->spawn works
UnitInfo widget displays description from current goal's data
Exposed GoalPlan description in editor
Added descriptions to most goal plans
Added EntityName convenience property to base Entity
More DecisionPlan inheritance tweaks and data update
Improved handling of override decision plan params, front end and enforced through UDM
Slightly experimental this but, Reconsider of current goal plan variant's goal plan is now more than just a plan, it's in, but needs testing to confirm that the plan works as planned.
DSE early rejection only after first consideration has been scored
Pipe in DecisionPlan into DSE, debug DSE weight and agent DPL weight
GPV's DecisionScore now also take its GoalPlan's LastDecisionScore into account.
Goodbye, DecisionContext.Weight, we hardly knew ye
Desire debug display updates
Improved desire request creation in UnitCanFindEntity
Building desire params, filter set,, and goals data
DesireCondition, DesireConsideration and lots of related changes/progress towards a full implementation
Removed wait action from Sit Interaction
Added back "CompleteAtEndOfActionChain" to BaseBehaviourSettings, with better placement in the editor and some helpful text to boot
Building occupancy groundwork, shelter building specific vicinity effect setup
Added some events to VicinityEffect
Added DesireConsideration, score returns the desire with highest weight + momentum
Added Sheltered unit flag
Nuked some old un-used top level goals
Remvoed ForgetOnInterrupt and CompleteAtEndOfChain flags from base behaviour data and code
Added Wait actions to sitting behaviours
Some un-used testing of popup data windows in editor
Fixed a wrapper name swap
Improved condition in Effect, I think
Fix compilation error in Graphics Options\Water
Touched ocean and river shaders
Fixed Vertexlit Blended shader (just me being dumb)
-grass doesn't appear if the in-game grass option is unticked at startup/the preset doesn't foresee it