17,530 Commits over 1,614 Days - 0.45cph!
Disabled navmesh area modifiers on cliff prefab rock objects
Made area hunting into more of an attack move type command.
Positions and PositionSets can now be written directly to Blackboard.
Decision log shows role score for goal plans
Added Roles.ChangeRoleWeight for cleaner usage
Added Gatherer Role, used by various gathering related goal plans
GoalPlans can now define Role params
UnitSettings.RolesParameters no longer has to define a list of valid roles for that Unit type, instead we use them all via RoleDefinition.Definitions
AssetMenu/AssetList doesnt nest stuff if there's only a single reasonably sized group of uncategorized items (e.g. definitions)
Tweak to Wander Alone chance (from 50% to 25%)
Remove penalties and bonuses to whether we're carrying anything in the fight between gather and deposit goal plans.
Rock Stockpiles should take small rocks, not big ones (has room for 100 after all, and fits stockpile rocks better)?
improved store models a bit
navmesh path on selected unit when gizmos unit is ticked
Fixed potential missing key in UnitPortraitManager
Fixed NRE in PlayerController.EvaluateSmartObjectInteractions
FollowCamera noramlized distance fixes
Reverted dampening scaler
FollowCamera dampening scaled with timescale
gave rocks correct name and values
Tool usage in TakeFromDispenser Action
Stockpile support in PlayerController+Commands.EvaluateSmartObjectInteractions
let's not automatically set an attacker as a target, even if we aren't attacking them
Fixed vertex animation not working when items were removed from a stockpile or machine
Fixed bad deposit action mode for stockpiles
Added stockpiles for rocks and big sticks, interaction position data
store rock and stick assets
Trying out ignoring the current goal plan when scoring
Stockpile related conditions, WIP AI
Removed GoalPlanVariantSlotType.Either
quick stockpile meshs for mud and pins and removed collision from fbx import so data can build it
Added intention generation methods for Building Stockpile component, also ItemContainer case impl
Added interactions for Stockpile and ItemContainer deposit (blackboard + intention variants as per existing patterns)
Added override goal plans list + drawer
Fixed buildings that don't require construction or any materials not being correctly set to finished state when placed
tidied up the human view spine movement a bit, still needs more supporting work to get combat looking better
Opening the radial menu pauses time
UI toolbar shows widgets, added isolate and show all buttons
FreeCamera.NormalizedDistance is clamped
Zoom and FOV tweaks
UI hotspots no longer update when the cursor is hidden
Sleeping in building has higher priority than any other goal plan in the human sleep module
Follow camera zoom distance reduced
Added TimeSinceEffect trigger
Added test Hypothermia illness effect, increasing chance to trigger after 30 minutes of having the Freezing effect
grab move on follow camera
Hacky building interaction ownership system