17,530 Commits over 1,614 Days - 0.45cph!
Moved desire creation params to BehaviourChain wrapper
Follow camera offset clamp fuckery
Follow camera offset fiddling, still shit
changed values to make human turning a bit smoother
optimised animationrootmotion.cs slightly
bear root motion fix and also make sure attacks finish before starting the next one
Let's not divide by 0 when calculating combat related skill gains
thrown rocks will now actually fall to the ground
clear combat target also clears kill desires
Basic somewhat janky implementation of hunting in area
People now go to a desired hunting area (but don't do anything yet)
More changes to make hunt desires work.
AI for hunting in area WIP.
Hunt desire creation from radial
Started adding Hunt Desire
Belief system boilerplate
tweaked territory AI thresholds to avoid territorial animals being stuck in a return to territory loop
Disabled offset in FollowCamera
Disabled follow camera tilt, now only adjusted via zoom curve.
Added movement input follow offset test
Player prefab, some follow camera field NonSerialized attribs
Wearable no longer implements ITickable
Item decay progress;
Wearable uses similar calc to Buildings (Wearables have a rain resistence and armor)
Tool and Weapon components have a Use method, with some temporary calc using Skill values
Items that reach durability of 0 are destroyed. which records activity/spits UI notifications
EntityComponentParameters can override array of required component types, validated in editor
Touched a bunch of assets because of validation
follow camera returns if the target is null
Fixed combat accuracy calculation to not be derpy.
Camera mode can be toggled with B key.
Moved item decay boilerplate to a component
MachineProcess start/stop cleanup
Camera set to follow mode by default
Bunch of refactoring to deal with entity visibility (fog of war prep)
Switched a few resource and item gathering related find targets to use pathfinding based distance considerations
Fixed contextual hints showing in editor when not behaving as standalone
Hints UI stuff only shows in editor if we're flagged as BehaveAsStandalone
Fixed UnitIsBeingAttackedCondition not overriding all required methods to be used as a break condition for goal plans
Island1 spawn tweaks, added wolves.
Fixed NRE in UnitSpawner when assigning a pre-exiting building view as the base
Fixed error in TimeRangeParametersDrawer
Removed most foods from procedural spawns, added hand placed spawns to island01
Added new considerations to building AI module goal plans, people will now prioritise buildings that are nearer completion,or require fewer resources
Target filters can now filter for interaction plans on the target entity, fixes a lot of cases where the AI would repeatedly fail to find a valid target for a given behaviour (gathering especially)
Target filter editor improvements for the above ^
Desires.ClearPlayterCreatedDesires supports a list of exempt desire types
PlayerController.ExecuteBuildingCommand doesnt clear existing Building or BuildingAction
Added BuildingConstructionStateConsideration
Fixed portraits not working after game restart
Minor ActionChain cleanup