17,530 Commits over 1,614 Days - 0.45cph!
Added some comments to Agent+DM.
DecisionMaker.ScoreGoals no longer needs to test module validity for each goal, as module conditions are evaluated earlier
Goal priority implementation re-introduced, works the same as GoalPlans
When gathering elements among the best in heap (within deviation threshold), make sure we do the calculations right!
Added sleep need consideration to Sleep anywhere goal plan (since GPV doesn't use Goal's score at all, GPs for Sleep needed to take the need for sleep into consideration (which they didn't have to before when just competing internally).
Unit knowledge storage stores dict of entities by type to reduce number of entities we filter through during DM
Decision log enum renames, module style
ai debugger now show a little more module debug.
Log best module in ai debugger
AI Debugger : Show all module log groups by default in
Disabled portrait render cam
Forgot to pass starting zone through Session.StartNew in editor
Reverting MaskedIcon shader change
Wrapped some debug string construction in the proper conditions in UDM filtering to avoid GC
Reduced max DM target values for most units
Testing camera UI render mode
More ordering tweaks, reduced sleep speed multiplier
- Testbox in build, scene select via menu
- Added EyeHistogram compute shader to preloaded assets in attempt to fix Unity NRE
- Added support for custom starting season
- Fixed DataBrowserTab out of range (missing path in Database)
Deleted and reimported post processing stack, leaving in root folder to see if it helps builds because reasons
Fixed missing options toggles
WIP tribe creation and game setup revamp (added scenario and island choices to start new game screen on main menu)
Various UI stuff, improved options/scenario prep
Compile fix (bad unused directive)
SetDestination no longer relies on Navigation callbacks
Debug stuff, testing usable flag change
Added debug drawer for ItemAttachments
ItemAttachments toggles IsUsable on the entity being attached or detached
Added "Is Raw" condition to Find Cookable filter
Let's not have a class with a different name from the filename...
CookCookableItem can now read the Item key
Autonomous eating meat on stick AI WIP.
Any Target Filter blackboard write is now considered a BehaviourChain target.
Keep Desire fulfillment checks for attached items.
Probably other shit.
Added Blackboard.Contains
Desires.GetFromPool logging typo
Fixed InteractionPosition.CheckIfBlocked being 2x the intended size, cleaned up blocked position checking, added Blocked state
Fixed console focus issues
Fixed console buffer and suggestions index not being reset on toggle
Fixed Blackboard.Copy NRE