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17,530 Commits over 1,614 Days - 0.45cph!

8 Years Ago
Asset loading is now handled by the Database rather than const fields.
8 Years Ago
fixed broken asset links
8 Years Ago
moved stores from items to buildigns and renamed and moved building materials
8 Years Ago
Started on simple AI learning.
8 Years Ago
craft sfx tweak
8 Years Ago
anim fiddle
8 Years Ago
missed a bit
8 Years Ago
another craft sfx
8 Years Ago
sfx to anim
8 Years Ago
tool craft new sounds and audiobundle
8 Years Ago
craft sfx again
8 Years Ago
new crafting sound test
8 Years Ago
Buildings spawned via debug tools have their view updated to appear completed
8 Years Ago
craft anim sfx
8 Years Ago
store_sticks holds 100 sticks
8 Years Ago
AIManager.OnAgentBehaviourCompleted rename UnitAttachments slot blocking WIP
8 Years Ago
Misc
8 Years Ago
Effect statManipulators clear in reset
8 Years Ago
Effect.Assign shouldn't clear ActionChain event listeners
8 Years Ago
rocks in stack are limited to 100
8 Years Ago
Zone spawn flags allow for toggle of biome populations as well as pre-placed static spawners
8 Years Ago
AI : DecisionMaker decisions array is static, added logging for decision & entity counts, renamed some members in UDM
8 Years Ago
tags atmos 34
8 Years Ago
store logs
8 Years Ago
tags atmos 34
8 Years Ago
atmos 34
8 Years Ago
rock and stick store models
8 Years Ago
More detailed Decision array logging
8 Years Ago
Fixed NRE in BlackboardDesireItem keyword
8 Years Ago
Detail view UI tweaks
8 Years Ago
remove incorrect event from anim
8 Years Ago
crafting anim tweak
8 Years Ago
Harvesting rocks from stone piles take less time
8 Years Ago
Editior : GoalPlanSettingsEditor AddElement button allows for creation of new assets via popup editor AI : Fixed Desire momentum simulators not working (reflecting on incorrect type) AI : People will now prefer to gather items and only harvest as a fallback when gathering scores too low. AI : People now bring large items back to the camp before breaking them up (big rocks, logs etc) AI : Actions.DropItem now has two modes; Target and BlackboardItem
8 Years Ago
checked in the correct version of the happy walk
8 Years Ago
made happy walk betterer
8 Years Ago
Removed fulfilled and expiry state from Desires Item events refactor, using System.Action instead, awareness of player commanded actions
8 Years Ago
Fixed Dispenser.ProvidesDesiredItem returning true when it had not assigned a dispensable info to out
8 Years Ago
Mood overlay not always enabled in code
8 Years Ago
Fixed NRE in Dispenser.HasDispensable
8 Years Ago
Added DispenserDesireWeight consideration which attempts to find dispensables items on the target entity that match a unit's item desire Small hut uses 1:1 mapping for rock requirement
8 Years Ago
Fixed bad filter check in Dispenser+Items
8 Years Ago
Item carried effects actually hooked up :o Desire params reset
8 Years Ago
Removed overloads for HasDispensable, now uses updated DispenserItemFilter, also recurses through dispensable data
8 Years Ago
Re-enabled Human/ItemGathering/FindDesiredItem GoalPlan
8 Years Ago
Big rock uses material type "Stone" Fixed some bad data in gathering related AI modules
8 Years Ago
Fixed UnitDecisionMaker running interaction plan filters for non behaviour elements
8 Years Ago
Tweaks
8 Years Ago
Senses overlay improvement
8 Years Ago
Fixed ItemDesire not correctly assigning data on init