17,530 Commits over 1,614 Days - 0.45cph!
TargetFilterConditionEditor
Added TargetFilterCondition
Fixed player tribe spawners adding territory at 0,0.
tweaks to corpse picking up and dropping AI.
Unit now stores a UnitDeathReason + UnitKilledBySettings to store how a unit died and what killed it
Those two fields + the death time are now persisted
Unit Detail View tab no longer shows what the unit is feeling if they are dead, instead shows the "Dead for x hours" text we use on the toooltip
Fixed carried units appearing in a units portrait view
Tabbing to an unselectable unit will now skip to the next selectable unit rather than stopping
Fixed some exceptions that could be thrown when an entire tribe of humans was killed
Added a Health Bonus to the Fight (Human) goal to try and stop healthy units fleeing so much
Added a "Hold Ground" goal plan to the Fight (Human) goal that does nothing - this hopefully keeps units from not having any valid offensive goals and falling back into defensive/fleeing (trying to stop the attack once and then run away combat pattern) - there might a better way to handle this, but it seems to be effective
Fixed units repeatedly trying to Return to Territory while they are already in their territory
Cleaned up the setting of combat abilities and weapons in Combat.
We now only consider weapons equipped in the right hand to be useable.
Improvements to autonomous corpse gathering / butchering.
Added categories to most target filters.
Make testbox_hunting great again.
Added testbox game mode to test stuff without losing the game.
People should now actually pick up corpses and drop them by the fire.
Human Defensive module only disabled if unit is selected and has a player target
Removed player commanded hunt desire creation ability because it sucks
Attacking now attacks the current combat target rather than setting it.
Human Defensive module won't run if there is a player commanded target.
Removed some rally related assets
Remove RallyGroup action (pending refactor of how we handle this kind of group based command)
Fixed AI module editor not allowing conditions of certain types to be added to the DSE
Generated names are now owned by EntityManager so that the pool of names is used for all humans, not just the player tribe.
combat debug panel shows if target was player commanded
Fixed party members not actually getting their combat targets set to the leader's one
UnitIsCollectionMember data fix
Skill definitions can specify attribute gain params in data
Added Role preferences to personality defs, which give different people randomised base weights for certain roles
Attributes have a calculated soft cap
Nixed a load of shitty placeholder beliefs and added some new personality types
Roles refactoring and cleanup
Hide unit path widget when UI in modal state
added tutorial screen for Find A Friend
EntityManager update gate
Removed Role scoring from DM.
Added a Consideration for it.
Role scoring moved to the Goal level
Role score is now at the Module level.
Fixed CalculateRoleScore bad return
Building command also assigns role
Contains check in ExecuteConstructBuildingCommand
fixed MachineProcessCapacity
improved responsiveness when placing a building
Fixed effect added/removed activity definitions with old keywords