19,298 Commits over 1,614 Days - 0.50cph!
Species dietry data reset
Base Group stores fixed array of Units
Added DM data source switch to BehaviourChainFilter
mammoth fast walk, attack, eat, ouch
Added Validate method to IDataAsset/DataAsset, made DrawErrors a base method in BeforeInspector
Added some debug line drawing for selected Unit fleeing behaviour
-first attempted implementation of flocks
-currently prefab based, can easily be made data driven
-basic culling using Culling Groups, seems to be working fine
-flocks spawn automatically in biome.temperate, they have their own spawnpopulation.
-commented and renamed vars around flocking plugin to make it clearer, changed the way it worked a bit to go with culling.
-yamfm
Senses update existing data on perception tick
Another tweak to DM logging string output
Fixed issue with BehaviourChain completion not resulting in a GVP reset
Added Stat editing back into the debug view (only attributes right now)
Gating OnUnitReachedDestination invocation in Unit+Movement
Give breeding group goals a bonus of 100 for testing purposes.
Stop listening for position reached once we've gotten there.
Need to flag when Breeding Grounds are "set" and when they're "reached".
Decision log score decimal clamping to 4 points
All Unit prefabs updated with increased stopping distance for testing
Fixed BreedInviation DSE
Replaced IsRelated, SameSpecies, SameGender, SameAge conditions with single UnitComparison condition with a swtich in settings
IsSameGender condition fix
Fixed NRE in Item init (which was causing male humans to init improperly)
Merge from goal based breeding group
BreedingGroup will now stear its members to a breeding ground position, and once both have arrived there, they make babies! (untested due to some weird IsAdult == false condition failure... so committing to branch)
Fixed food types on items, condition fixes
Added EnumArrays static utility class for better enum value caching
Buffer decision log elements to avoid repaint errors
Made Unit+Family.CreatePregnancy less sexist
Delete some old / unused and placeholder assets
Forget next plan if we set a new current plan. Let the past be the past...
Deleted all old StatSettings assets
Refactoring more Behaviour chaining and execution stuff
Added FootTypes filtering to various data types
Added MakePregnant action
Cleaned up Unit+Family
HarvestResource now has various modes to chose from and can be used in Abilities
Asset save + debub removal
Refactored a lot of the behaviour/action/chain break and completion behaviour to be a little more reliable
All movement related actions replaced with new SetDestination action
WIP Action/Movement callback refactor
First pass on breeding. Not 100% working yet, but really close.
Hopefully fixing item eligability failures in EntityCondition
Bear hat no longers gives a huge debuff to AttackSpeed
Optimized the double buffering a bit.
Killed debug log in DecisionPlan.TickMomentum
Added TakeFromResource action and support for taking a single item in Resource
Added public method for forcibly add a SmartObject to a Unit's known/percieved smartobject arrays
Fixed EntityCondition.ItemFilter not checking for IsWeapon
Double Buffering of Goals
Cleaner DM for finding best variant (less ref passing)
Momentum Fix
deer graze animation tweak
Fixed UVs and removed terrain alpha blocker geo from campfire
Added missing TerrainBlendObject component to campfire
merge, my stuff is
deer ow
wolf attack OnAnimationEvent AttackHit (or something)
Some metas, apparrently
AttackHit anim events added to human attack anims (except bow, because reasons)
Merge from jenny's branch
Updated campfire
Moved Wait action delegate stuff to End overload
Added weather clearing music
merge with;
wolf tweaks +attack, ow and eat anims