17,530 Commits over 1,614 Days - 0.45cph!
Set flags button on unit debug panel
AbilityIntentionGenerationMethods's FeedTargetItem should now actually do something.
Moved Description attribute and ext class to
Refactored intention generation on interactions to use reflection instead of enum
Added intention generation support for abiltiies
Fixed NRE in Effects.RemovedEffect related to activity refactor in cs#
10250
HuntDesire UnitSettings now shows in Debug.
Hunting AI now checks if the target unit is of desired type
Activity types no longer have loads of constructor overloads, just initialize properties instead like a peasant
Activity constructors can take optional text
Updated feed item to target abilities.
EntityComponent proto includes
Unit ragdoll toggle in anim debug panel, ragdoll toggle cleanup
can now pick up quiver and lock crafting when you get good at archery
Abilities for "feed item to target" covering blackboard and intention.
impossible to pick up quiver item
TribeStatMeasurementTrigger uses stat measurements extension methods and Groups built in stats rather than manually averaging values
Added GroupStatConsideration
Data save, player prefab tweaks
Fixed ActivityManager.SubscribeTo being shit
Player progression / AI unlocks must specify desire type
Fixed BaseDesire.Fulfill NRE
Added Hint to BlackboardData
Removed internal callbacks in BaseDesire
Fixed SetNewHuntingTarget goal plan creating infinite hunt desires
Fixed player controller not actually creating instance of AbilityPlan for the default neutral target ability
Default RMB command for neutral targets is to create both hunt and kill desires
Desires event cleanup
Hunt Desire can now specify a UnitSettings.
Added InternalReset to Desires.
AI unlocks via goal plan completion and activity (Desire fulfillment) listeners
AI unlocks definition editor
Added hunting area hint
CreateHuntDesire action has two modes (blackboard, target position)
Added Tribe Amount of Food Consideration.
DesireSelector cleanup
group cleanup of unused stuff
Item pickup sets group ownership of item
Crafted items have Group & Controller assigned to that of the unit doing the crafting
Commenting out DataAssetValidator which I suspect is causing reimporting of various assets
Fixed ResourceViewUtility not picking up state objects that are inactive in the source asset/prefab
Fixed NRE in KeywordsUtility.BuildDescription effect overload
Testing tree felling fuckery
Visual FX scale reset optional
Arrows can only be held in RHand, so Bow isnt blocked
Fixed VisualFX entity destruction callback MRE
Added IsHeldItem condition blackboard mode, used by Equip Weapon goal plan in human offensive AI module
Testbox nospawns consistency
Data save, testbox_nospawns navmesh
Ammo usage WIP
It's now possible to craft more than 1 item (arrows)
Visual FX positioning tweaks
SensesMeasurementTrigger logs values for the evaluation
Increased "TooNoisyToSleep" threshold
Starting date/time is set in survival game mode def