17,530 Commits over 1,614 Days - 0.45cph!
Fixed a bunch of potential issues with movement related effect triggers
Actions.OnUnitFlagChanged timeout fallback
Fixed NRE in UnitManger.OnUnitSelected when player selects a non Unit Entity in the editor
BehaviourChainWrapper.Settings NRE catch in UDM
SetDestination potential fix
Unit portraits now sync all material settings
Some tweaks to contributions from considerations in building module
Removed null ability from human data
Deleted all "Pick Best" Abilities (replaced with new behaviour chain selector elements)
Fixed campfire with spit not being buildable
Removed AssetEnum attribute usage due to bugs caused by performance tweaks
Fixed NRE in DSE when scoring BehaviourChain selectors
Fixed ALL interactions on buildings requiring tools and skill.
Fixed UnitDecisionMaker.FilterEntities NRE
GoalPlanParameters.BehaviourChain wrappers now have a type to switch on (Behaviour or Selector).
BehaviourChain Selectors replace "Pick Best" type Ablities. Data migration WIP.
AI Designer editor performance improvements
Removed Weight from DSE, moved to DecisionPlan
Added tooltip to Blackboard Read, since it's purpose can be confusing.
Buildings with no material requirements now correctly get set to Construction state (although the AI isn't building them for some reason)
Added item value for building consideration (currently just picks highest value item)
Use animation curve rather than float.Map for distance-based zoom speed.
Dispenser changes, ditched concept of "master" item, replaced with "DestroyOnDeplete" flag
fixing small bug in the controller where left arm torch holding exit was waiting for bool to be true instead of false so never exited
also removed can transition to self on all left and right arm layer animations, seemed to be working fine with them but we dont want them anway..
AI data updated to remove most usage of "Can Find" Conditions
CanFindRequiredTool > IsCarryingRequiredTool
Removed CanFindBuildingMaterials Condition
Decision log filtering options
started implementing MaterialTypes for Items and Buildings
Corpse.Create re-parents and zeros parent Item's SmartObject trigger
Added some cooking behaviour to the human food AI Module
Added CorpseCondition
Fire related goals consider all fires equal, no longer filter by specific data id
Hopefully fixed SetDestination bug
DistanceConsideration checks for senses data before making any of it's own distance calcs, also gates use of pathfinding distance calc by a min distance
Improved SetDestination RunImplementation use of perception data, cleaned up a bit
Fixed some issues with VisualFX and made play/stop better
Ease on Y axis for the LookAt vector to move slightly more smoothly on the vertical axis.
GetAverageGroundHeight based on Target rather than ParentCamera for less awkward camera control.
Renamed CameraModule.ParentCamera to PlayerCamera for clarity
Improved fleeing behaviours based on diet and threat level
Commented out Smartobject subscription count balance tracking in Squiggle.
Goal and Goal Plan's MakeDecision calls now randomly picks among the best decisions diverting at most from best decision by a score of 0.1
Tweaked a bunch of AI data weights
Added sparks to fire particle fx
Fixed bad scale on FX prefab
Added GetRandomDecision to DecisionMaker.
MakeDecision now takes a diversion_from_best value, if not 0 we use the random decision getter.
Added FSM.
Started on FSM impl for Breeding Group.
SetDestination now takes perception of target into account for the combat mode.