19,298 Commits over 1,614 Days - 0.50cph!
material name change and forgot meta
Longer duration to first raid
Added raid module to rats
Raiding animals can no longer flee
Can no longer disband raids (they either wipe out the tribe or get wiped out)
trying auto repath disabled on NavmeshAgent to see if it fixes weird pathing.
fixed application of stat value change threshold
Entities can flagged as inaccessible in a Unit's knowledge data. This can be checked in DM filtering and is set via navigation failure in SetDestination
Perform all filtering before increasing count of evaluated candidates.
Added new RegisteredBuildingItems entity source for filtering.
actually enable single entity on food AI
Fixed a debug tools wrapper NRE
fixed NRE in GoalPlan.
Food AI uses single entity mode again but checks SmartObject viability.
Cooked food AI uses same pattern as Eat Something.
apparently I deleted a comment and didn't save it last night
Reworked defend ally goal plan (just makes unit run to ally under attack, doesn't check for perception, other combat modules should take over once the unit gets into range)
Added a condition type to check for a unit's role
Added a bravery effect for defenders to make them more likely to stay and fight
Added a PlayerDisabledRole activity
New console command to fill a container under cursor (eg. fill_container Berries)
Disabled Evaluate Single Entity Per Type on Find something to eat - if multiple units are hungry at the same time and at the same location (eg. waking up in the morning) they would all share the closest food item in a basket and only one would be successful because they would occupy the interaction
This change should make multiple units eat from a basket of berries at the same time
Register at Crafting Station checks if someone is already using it.
Nuked machine process value.
EntityValueConsideration is now just consume value.
Food AI should now choose better between eating from dispenser and picking up items.
Current Goal and Last Goal Plan should now only clear from a break that doesn't set a new GPV.
Fixed GoalPlanVariant.CalculateScore inconsitency causing AI to get stuck sometimes.
move base Warmup call to correct method
another highlighter optimization
Cleaning up some entity description stuff
Added MotionBlur graphics option
Added new Low quality setting
EntityInspection widget activation order fixes
New defender role, equips a wooden club and wanders around territory (still WIP)
Raiding animals won't sleep
New activities for raid begins and raid in 24 hours
Fixed items inside a container being marked as HeldBy the last unit holding the container
Fixed items getting picked up into a container being added to the units MyItems list as well as the container's list (only gets added to container now)
These two fixes should make units more likely to eat from baskets
Fixed building panel category toggles being invisible
Cleaning up some UI stuff, fixed issues with building panel showing new unlock icon when it shouldnt
can no longer set current building when encumbered
let's not lock woodcutter and stonecutter
Improved Building AI to attempt to eliminate some situations in which people get stuck building.
InteractionPosition now just keeps a list of all blockers instead of doing the box check.
Building prefab layers update
Entity view creation/update now sets appropriate layers for all transforms, including anything named "ground"
Updated ALL view prefabs with correct layers (was previously set at runtime)
changed name of mud to ground on bulidings
removed "grass crafting" unlock from buildings so units can upgrade the roof
building fbx (breaks stuff) fix soon
Added some checks in OnValidate to detect activities that generate notifications that don't auto expire and have no expiry conditions
Added an expire time field for critical severity notifications (defaulted to 15, used to be -1)
New OnValidate checks picked up Death activity as never expiring, marked it as auto expire/critical severity
Fixed Birth activity not auto expiring (it had no expiry conditions, so it persisted forever)
Added an "Ignore Items in Containers" bool to target filter
Find item for Blackboard Stockpile now ignores items in containers so that the 15 possible items are no longer all items in the stockpile we're trying to fill
Deleting SelectBestBuildDesire
Turned off Evaluate single entity per type on Find Item for Blackboard stockpile (closest log after placing a log on stockpile was the item we just placed, which is already in a container and invalid so the filter would fail)
Removed BuildingActionDesire.
Hopefully fixed people often owning more than one house.
merge from registering items for buildings