17,530 Commits over 1,614 Days - 0.45cph!
Potential fix for some SmartObject reservation issues
First pass at Player created Desire injection (crafting)
TakeFromDispenser Unit.Items NRE catch and console warning
Animals can consume items
Item Craft Desires no longer create Find Item Desires for each of their required crafting ingredients
BehaviourPlanData no longer stores lists of SkillRequirement and ToolType
SkillRequirement is a class
Desires support ToolTypes
Split Building Goals in to new module
Added some basic Social AI modules to humans
TakeFromDispenser NRE fix
Ignore destroyed entities in UDM filtering just to be safe
No longer reset all SmartObject reservations every tick in EntityManager
SmartObject reservation cleanup in BehaviourChain
Removing some un-used SmartObject subscription overloads and params
Don't reserve subscription slots during DM, only when adding the best resulting variant to the BehaviourChain
AI Designer improvements, data save
Abilities in GoalPlan BehaviourChains can now filter by available SmartObject Interactions on their prospective targets, during DM
Added machine item output process (not tested yet).
Actually fixing decision log counts
Exposed EntityManager budget to inspector
DecisionLogGroup fix
Profile hooks for Agent debug
Only selected agent generates log data by default
atmos edit and hunting loop added
Decision logger group improvements
Death flag fix
Entity selection improved in AI Debugger
Decision logger grouping by DSE log id and decision plan equality
Units in combat should now look at their target (not really tested yet due to some other issues).
Logs can now be chopped into big sticks
Debug tool entity selection drop down replaeced with button + GenericMenu with categories
Added a gate for potential duplicate invokations of OnChainBreak event due to UML-revealing loop in the API.
Stat minipulation fixes, scaled properly with tickrate. Real world values in editor
Fxied Death effect not found by UnitManager
Target moving out of appropriate distance for attacking should now trigger combat interruption.
Fixed target death event not being unsubscribed properly.
Continued work on combat cancelling
Bow is no longer wearable
Fixed DataEditor not creating assets with correct paths
Prepping for attachment point blocking
Reserve subscriptions for smart object interactions, that decision making and actions can go hand in hand a little better.
Combat component should now correctly listen for target death and fire animation cancel event accordingly.
Stat.ChangeCurrentValue cast fix
Stat change % support.
Stats and Effects tick at the same rate as all other systems, instead we scale values based on tick rate.
All Stat minipulation values are now PER GAME MINUTE.
Bears no longer turn into logs when they die.
Added hacky as fuck filtering for AssetEnumAttribute/Drawer