17,530 Commits over 1,614 Days - 0.45cph!
Asset loading is now handled by the Database rather than const fields.
moved stores from items to buildigns and renamed and moved building materials
Started on simple AI learning.
tool craft new sounds and audiobundle
Buildings spawned via debug tools have their view updated to appear completed
store_sticks holds 100 sticks
AIManager.OnAgentBehaviourCompleted rename
UnitAttachments slot blocking WIP
Effect statManipulators clear in reset
Effect.Assign shouldn't clear ActionChain event listeners
rocks in stack are limited to 100
Zone spawn flags allow for toggle of biome populations as well as pre-placed static spawners
AI : DecisionMaker decisions array is static, added logging for decision & entity counts, renamed some members in UDM
rock and stick store models
More detailed Decision array logging
Fixed NRE in BlackboardDesireItem keyword
remove incorrect event from anim
Harvesting rocks from stone piles take less time
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
checked in the correct version of the happy walk
Removed fulfilled and expiry state from Desires
Item events refactor, using System.Action instead, awareness of player commanded actions
Fixed Dispenser.ProvidesDesiredItem returning true when it had not assigned a dispensable info to out
Mood overlay not always enabled in code
Fixed NRE in Dispenser.HasDispensable
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
Fixed bad filter check in Dispenser+Items
Item carried effects actually hooked up :o
Desire params reset
Removed overloads for HasDispensable, now uses updated DispenserItemFilter, also recurses through dispensable data
Re-enabled Human/ItemGathering/FindDesiredItem GoalPlan
Big rock uses material type "Stone"
Fixed some bad data in gathering related AI modules
Fixed UnitDecisionMaker running interaction plan filters for non behaviour elements
Senses overlay improvement
Fixed ItemDesire not correctly assigning data on init