17,530 Commits over 1,614 Days - 0.45cph!
Lots of AI data tweaks, split carnivore hunting food/hunting into seprate module
Confidence and momentum scoring changes (momentum now applied as multplier to DSE's final score)
Craft/Build toggles in UnitCommandsWidget
Unit+Info description returns highest skill level text
Player exposure control in AI Module, Goal, Goal Plan and Behaviour data types, editor support
UnitBehaviourWidget only shows player exposed behaviours
Fixed SetDestination NRE related to PositionRelativeToUnitSelector's blackboard position write
Desire description things
Spam desire activity
Minor rename in IsCarryingRequiredTool condition
Desire creation in UDM
AI Designer improvements (module editor in sidebar)
Some more work on flock flee.
More desire creation editor stuff
Data schema and editor work on BC selector desire creation modes
SpawnPopulationSettings defines resolution for handler distrubtion stuff. Also exposed forced density in editor
ContainsDesiredItemTweaks, other misc things
Created a new Unit Desire and refactored Desires to not use DesireEx
fixed carrying animals being in injured or exhausted idle pose by adding isdead false to the injured of exhausted anim layer transitions
turned off destory on unsubscribe as I think it was making the corpse vanish when carrying it
couple of fence buildings
Fixed a buch of issues with UnitCommandsWidget not handling modal state properly
Reworking Tribe+Knowledge, removed old ticking setup for craftable items. Discovery support for buildings, better init, etc.
UnitCommands modals dont show tooltips on craft/build buttons
Moved InStartingPool flag to Item.CraftableParameters
Removed random item modesl from island01 scene
Added InStartingPool flag to ItemSettings, replaced Player.Init discovery calls
Disabling confidence score modification in DSE
ActionSettings.BreakImplementation is abstract
Spawners reset, no longer only spawn adults, or only male deer
Handle when action breaks for Construct Building Settings.
Herds flee in same direction / towards same destination.
updated building interaction positions so units heads dont clip into the walls when building
Was getting NRE on building finished (state's listener function was null), so rather than letting each individual thing remove itself from the event, the even now removes all listeners after invoking OnBuildingFinished.
stopped animal exhausted and injured animation from being applied when the unit is moving more than 3 units per second so you dont get turbo limp as it decelerates from sprinting
changed spear to look less like a big stick and more like something thats been crafted
Fixes and debug logs for FollowTarget SetDestination stuff
Started adding reactions to being attacked by an unperceived attacker
all dem ui graphics files
More robust flock fleeing based on when a group member is hurt.
check in of missing wolf anims
Re-wrote Combat attack speed and callback timeouts to use TOD datetime and game speed multiplier
Fuck you unity and your shitty prefab bullshit you absolutely cocktrumpet
Tooltip screen pos entity fix
WaitForUnitFlagChange EndImplementation fix
Tooltip alignemnt stuff