17,530 Commits over 1,614 Days - 0.45cph!
removed Jog To Thrown Weapon, so people will jog or sneak accordingly when picking up their weapon
added Notes field to DataAsset.
AI tweaks.
Hacky workaround for failing SamplePosition calls in Navigation
Fixed several melee weapons having a minimum range of 0
Two new module packs, Default Human Combat and Default Animal Combat
Default Human Combat lets humans run to their target and flee (instead of being stuck in face target)
Default Animal Combat does the same, was applied to bears and wolves (herbivore combat is still not enabled, but that's less of an issue)
Added Party Member module to humans
Added non placeholder text and images for hunting tutorial
Added Wake Up module to humans so they can wake up from sleeping
Rebake island_01 navmesh again
Enabled NavMeshModifiers on cliff rocks to fix units walking on cliffs
Unit description will now show the description of the active GoalPlan or Goal if there is one.
changed previous behaviour conditions to penalties in the idle module to not completely break it if wandering fails.
module AI logs now show correct score and base score
DecisionMakerModule.GetScore now returns the right thing.
Replaced references to the module's GPV score with GetScore.
Module scores now reflect the score of everything contained within the module and also display the base score.
best module logs now show in the AI debugger again
Biome editor weather listing improvements; add/delete buttons etc
ignoring held items in filtering also ignores worn items now
Fixed default interaction on berry bushes
Min and Max Temperature are now driven by the weather wrapper in each season.
clothes have much better insulation stats now
renamed tutu to tunic
Fixed season temperature curve not saving, adjusted curves
Biome seasonal data sorts weather types by weight
Tweaked human temperature tolerance.
Body temperature will now tick much slower.
Season TemperatureOverDay curve is normalized in editor
DSE.DebugConditionResult tweaks
Fixed checkedBlockBy flag not being used on UnitSpawners
Enabled the flag on a couple of unit spawners in Island_01 to fix animals being spawned inside cliffs
Fixed a party invite ability not being marked as ai only
Knowledge overlay now updates every 0.25 realtime seconds so that new labels appear as the player moves around the world
DispenserItemFoodValue now only writes interactions specified in a list of valid ones.
Berry Bush has Consume From Dispenser (Human) interaction.
Food value consideration now actually uses the food value (this means people won't eat shrooms anymore).
Added WeightedRoleDefinition, list in PersonalityType def
Various Goal/GoalPlan conditional asset list editor improvements
items now have a DispensedBy field.
people won't drop dispensed items while taking them from the dispenser.
Removed nulled module from mushrooms effect
AIDesigner resets canvas pan offset when selecting a new module
Nixed stupid tick id thing
Fixed decision logs not being post processed
AI logging improvements, added post process step at the end of each simtick to deal with parenting
Fixed databrowser persisted asset selection causing bad cast errors
fixed constant pingponging between player instigated GPV and non player one