branchbefore/main/AI Modules Reworkcancel
77 Commits over 0 Days - ∞cph!
Nuked all the AI modules from every unit
Bonuses and Penalties are now also ConsiderationGroups.
Updated all the assets and editor shit related to Bonuses and Penalties.
Added AI Module Groups.
Default Modules are now set at the ModuleGroup level rather than individually.
Combined the defensive module into Combat-General.
AI scoring deviation set to 0.01 instead of 0.1.
Emote selector now selects from top scoring emotes rather than weighted random.
Emotes moved to idle module.
deviation from best is now in config.
Idle module now also has Is Busy condition.
human idle AI improvements.
Added TOD Light consideration.
Added Warmth module to humans and more fuckery with Idle module
Fixed bad thing in DSE causing consideration scores to not actually be used
More tweaks to idle AI.
Made Social Need have its own corresponding Vital that isn't Mood.
Added Entertainment/Fun Need stats (not used yet).
Fixed Swimming flag.
Swimming and Dancing now provide entertainment.
Beliefs is now called Opinions.
Units can now like or dislike particular entities.
People will sometimes go and look at things while wandering with a preference for things they like.
More refactoring of Beliefs to Opinions, added OpinionTypes, fixed existing data
Added OpinionSettingsEditor
Fixed bad default quality settings
Fixed SpawnHandler wasting frames and causing long ass load times
Added WeaponTypeDefinition.
Moved OpinionTypes to separate class.
Merged Opinions, Traits & Beliefs into single Unit.Personality component
Added PersonalityTypeDefinition
more weapon definition stuff
WIP:
weights on opinion / belief data.
group component to handle personality assignment (used to be traits).
Minor DM refactoring, DSE on Ai Module progress
DSEs on modules working
Fixed AI designer not showing default modules from module groups
Temporary fix for NRE in Personality.Create()
Weighted object, editor & data fixes
fixed random weight fuckeries for getting personality
Fixed biome mat objects not being initialized on warmup and causing a pref spike when used on decor objects
Disabled pathfinding filtering in DM (testing)
ImageMasked creates fresh material instance if the ref material shader differs
Fixed pause overlay flashing up when switching game speed
Cleaning up asset display name + debug name and formatting usage (also improves editor perf in AI designer and other tools)
Removed AIModuleSettingsWrapper, various related cleanup
Stripped modules from Rhino
DataAsset.OnValidate name caching, cleanup
validated all the asset ever and saved em
Saved everything again cause im a fucking melon
Definition.DisplayName lazy getter checks displayname via IsNullOrEmpty
Various Stats & Senses optimisations
DataAsset equality members & operators
New TemperatureSimulator calc, updated insulation values for various pieces of clothing
TemperatureGrid this[] cleanup
TemperatureGrid refuckoring