17,530 Commits over 1,614 Days - 0.45cph!
Added Goal Momentum which can be broken by designated Goal Plans
Scenario editor progress
Updated Facepunch.Steamworks
More conditions for corpse gathering AI.
Or condition now owns its own DecisionContext so you can select the evaluation target for and also within the condition.
Unlocks can now be unlocked via a trigger
Graves unlock is now unlocked when a member of the player's tribe is killed
Fixed some more issues with dead/buried units
Debug tool spawn section now has a recent tab that lists the last 10 items/units/buildings that were spawned
Added a grave building that can be used to bury a dead unit
Can only be spawned via the debug tool (there's an unlock definition for it, but it has no conditions yet)
Also fixed exceptions when mousing over a unit that was killed via debug tools
More scenario editor save/load basics
Scenario editor save/load WIP. List scenarios in UI
komodo and crocodile material setups
Added the territory module to the bear and added a select random position in territory so bears don't wander as much and murder tribes
Rework of KillSummary so it will retain the name and settings of killers after the entity has been destroyed.
People will now only pick up a corpse they killed (or one killed by another group).
Delay crafting window desire creation until after deactivation callback so that we see changes on the desires UI
InCombat == False on a bunch of food Goals
Testing not considering a failed consideration as a failure if the score is inverted.
AI tweaks.
Fix for default DSE condition/consideration type filtering
Fixed Unit.Desires.GetAllDesires returning true when the buffer is empty
Removed GameUI menu dropdown
Desires UI juice WIP
Removed group modes from TargetFilterConsideration.
Added ConsumeValueForGroup mode to EntityValueConsideration.
Cleanup of Group to handle destroyed entities.
FogOfWar distance fade is relative to camera target, not camera xform
Fixed objectives not loading properly and fixed objectives UI display not being updated after loading
Removed time hack on session load, doesn't seem to work anymore
Time fix on load
Fix units trying to recook an already cooked thing
Fixed FindAndPutCorpseOnFire being set to desire creation mode instead of execute
Added new Eat a Piece interaction to the DispenserFoodValue consideration - units can now successfully skin a corpse, put it on the spit and eat from it without player intervention!
Terrain meta editor buttons for topology paint channels
Various visual bits
Spawn refresh fix
Saplings in birch spawn
Nuked old tall pine
SpawnHandler destroy fix/NRE catch
Dont go hunting without a weapon
Fix dead units getting their navmesh agent turned on because of another navmesh fix
Fixed machines not persisting their entity list, which fixes animals on spits not being clickable after a load
Fixed misleading cookable tooltip text
Added an Eat a Piece interaction to corpses that is available once a corpse has been cooked that doesn't require an axe
Added TargetFilterConsideration for scoring entities corresponding to the given criteria.
Added a ConsumeValue mode to EntityValueConsideration.
Updated some data on consumables.
Consuming a Consumable now applies the relevant food value half upon consume and the other half over the duration specified in the data.
Consuming now has a duration.
Fixed SmartObject.CanSubscribe not checking if there are existing subscriptions when the plan we want to subscribe to is exclusive
Fixed spit missing building requirements (now requires 3x sticks)
New dispensable wrapper spawn mode: OnNavmesh - spawns the dispensable on the navmesh with some random fuzzyness
Fixes meat spawning on top of the campfire collider and being really hard to click
TakeFromDispenser will now break if the dispenser is being held by another unit
Disabled force density on oak spawner, was spawning so many trees it was crashing the editor
Fixes to combat targetting