17,530 Commits over 1,614 Days - 0.45cph!
Attack target ability, default for hostile units. Hunt is animal only
Debug panels use new header style
Fixed bad drawing check in playerController blocking inputs for movement mode while doing LMB hold move
Added PlayerController debug mode for selection of non player controlled entities again
RMB is now interact + radial, LMB is movement and selection
Commented out various debug rays in FollowCamera
apparently I changed Eat Something
When scared / high fear, our mood is affected.
Cap mood to 50% when fleeing.
Renamed Omnivore AI Module to be general Food, and put it on all animals
Effects can optionally filter the UnitClass they are applicable to
Added "Watch Target" behaviour under common combat module (WIP)
No longer remove dead units from their group (testing)
Unit DM perception filtering support
Conversation topic editor
Diplomacy component hooks into entity manager events to create or remove relations data
Diplomacy relations used in hostility checks
Group diplomacy component boilerplate, components cleanup
Animals are now scared of fire
- Fixed missing EntityComponent persisted data type
- Version++
fire should now contribute to threat
Unrestricted entity selection should work
Fixed bad profiler sample in ItemAttachments
Disabled interaction position block check for testing
Fixed buildings created from pre-existing views in the scene not being properly set up
Combat ability debug logging and potential fixes for some combat issues
Dynamic FOV updates model constantly unless set to blend by distance
PlayerCamera.ActiveModuleType fix
Don't tick playerController in free cam
Fixed TribeSpawners spawning twice
Fire smoke bigger, visible from distance
- Tribe spawner and controller cleanup
- AI tribe in testbox
- Bypass player AI unlock conditions for non player-controlled entities
Added some food and plants for recipes
HasDesireSettings Evaluate overload
Fuckeries with combat target clearing and interrupting moving to target if there is no longer a kill desire
convenience method for clearing target, desires etc. when issuing player commands
On second thoughts, let's not do that...
let's consider the target's health when selecting a hunting target
Projectile event improvements, better handling of attachment/physics (hopefully no more spears stuck in rocks)
Fixerd AttackUnit action callback NRE
Fixed issues with unit DM target filtering skipping viable targets due to smart object checks (now flagged in the filter)
Fixed WorldManager clenaup NRE
Behaviour chain data OnValidate plumbing
People should now prefer to hunt targets with injuries, wounds or generally lower health
Data (validated all goal plans, adding new fields)
Fixed UnitDecisionMaker.FilterEntities skipping over alive units
Unit decision maker target filtering all goes through the same method, uses a buffer instead of iterating over the source arrays
Fixed missing/bad goal plan ref in human/Hunting module
AIDesigner debug logs when things are null when loading graph data