17,530 Commits over 1,614 Days - 0.45cph!
fixed a case in which units wouldn't actually free up their hands to use a tool.
people will now consider dispensables that don't destroy the entity before considering those that do.
Acquire Materials For Fire now ignores entites with disabled SmartObject.
EntityValueConsideration now checks for carried tools not only held.
fixed game mode starting unlocks not being force unlocked.
added some unlocks to testbox game mode.
BehaviourChainFilter.OnValidate no longer forces FilterBySmartObjectViability to be false if certain conditions are not met
Spawn refresh button in Debug Tools World tab under "biome"
Spawn tweaks
birch tree mouseover works
Removed Stick and Firewood.
Renamed Big Stick to Stick.
Branches and Logs can now be put directly into the fire.
OnValidate things in SpawnPopulation and ItemSpawner to remove null spawns.
Added DispensableWrapper.IsUsableAsDispensedItem, indicating that the dispenser entity itself can be used in place of the item it dispensers (e.g. in crafting, machine procesess, etc)
Combat skill gain will now apply the threat bonus regardless of who is attacking or not at the time, also cleaned it up a bit
Added Item.CanBeUsedAs method
Removed target list from Unit.Combat, replaced info class with struct. Refactored a bunch of code
Fixed SetDestinationSettings radius modes breaking early due to bad distance check
Replaced Unit.Combat debug logs with EntityComponent.Log variants for auto context/entity log support
Unit.Combat.TryAttackTarget cleanup
Desire removal on GP failure WIP
Entity log clear button, max logs display field
Subtracting unit occluder stuff from main
First pass on a system to fade objects that are occluding the player's view
For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag
When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view
Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update
The fade material is just a transparent standard shader, this could definitely be improved
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)
WeaponParameters.OnValidate error check for items with combat abilities of type "throw" that do not have the appropriate projectile setting
Fixed a bunch of data types not calling base.OnValidateInternal
Hand axe is no longer throwable
More food/hunting AI work
example of tree with empty assets setup to position FX
examples of possible ways to lod trees, tree_oak_LODTYPE_A and tree_oak_LODTYPE_B
Removed some duplicate desire selectors in hunting goal plans
Can Carry Unit Condition now checks if the target unit is already being carried.
UnlockDatabase static init on load, skip unlock defs that are not flag as game valid
Merge hunting behaviours into Human/Food module
Various food/hunting AI related tweaks
Consideration editor cleanup
Removed "allowed no considerations" flag on some AI data types, as it was redundant
Renamed Hunt/AttackMove Goal to "Hunt" cause wtf
fixed people being stuck holding two branches for the fire
Freeing up hands only happens when near the target
Keep Desire now also checks if an item dispenser dispenses anything required by a MachineProcessActionDesire before fulfilling
(Changes from 13230)
Exposed evaluation target dropdown for condition and consideration wrappers, now possible to choose Self, Target or BlackboardEntity
Removed the EvaluationTargetType field from conditions and considerations
improvements to fire gathering AI
TargetFilterCondition should now properly copy and write back all blackboard data consistently
made campfire gathering filter condition not shit
NRE fix for decisions with no Goal Plan
Target Filter as selector for making fire WIP
Changed TargetFilterCondition to not require target and be of selector type