17,530 Commits over 1,614 Days - 0.45cph!
TOD/Weather/Post/Water tweaks
I can totally spell preliminary
Prelimary merge from water-2.x beacuse yay shiny
CameraParticleFX progress, fixed issue with Unit+Flags handling of sleep, added ResetBehaviour Action
Sticks can be harvested from trees, and will grow slowly
Fixed energy ticking twice like a twat
Removed UnitFindItemsScore, scoring added to UnitCanFindCraftingItems
Tall pines now require an axe to harvest, as does harvesting a bush for sticks
Fixed emotes not working
Rain rains
More FindItem improvement (wip support for finding multiple items of the same id or type), added UnitFindItemsScore consideration
Reverted 5.3b4 API updated crap
Emote tweaks
Tool requirement checks in Harvest actions
FindItem now subscribes the agent to the PickUp interaction on each found item. Addiitonally, RunImplementation checks that the agent is carrying all the items we are trying to find to ensure exection only continues when this is true (TODO: break the chain after a threshold of ticks)
FindItem bug fixes, Unit item handling improvements (make sure we update carried items list when item is destroyed)
CraftableParameters.GetAllRequiredItemIds respects item requirement counts
break the chain if we dont find the right number of items in FindItem
FindItem should now fetch items it finds correctly...
Made FindItem super super super generic. Nuked a load of old item related actions
Added ActionChainCraft.CraftingData class
Don't log DSE debug unless Application.isEditor
FindItemGeneric will check carried items when finding using an ItemType
Crafting things, all the things
Reverted back to passing NullIntention for CraftItem when called in FindItemGeneric
Unit.Goto if FindItemGeneric is picking up an existing item
Assign required_item_id in FindItemGeneric before scoring craftablity (when not looking for a tool)
Some FindItemGeneric cleanup
-CraftItem now works with or without CraftIntention
-ActionChainData can store an 'ItemToCraftId'
ItemManager.ScoreGenericPickupDSE accepts overrides for decision context weight and DSE score bonus
ItemManager now stores the generic pickup DSE and default pickup interaction refs for scoring lists of items conveniently
Added GenericPickupDSE field as default ref on ItemSettings
-tiger tiger crafting bright (more crafting WIP)
UnitManager loads assets on Awake
Zone will find EntitySpawners and call Spawn on init
Human anim/controller changes wip
Added EntitySpawner for hand placing spawns in scenes
removed asset db refresh call in BE load assets to see if it makes everything ok
Added ActionChain.Break method and OnChainBreak event
Remove commented out DSE con line from BeforeEditor+Assets
Fade out DSE editor in BehaviourPlanSettingsEditor when ScoreForDecisionMaking is false
Allow weighted objects a minimum weight of 0.01f in the editor
Fixed MusicManager tag handling, should play a wider variety of music now
Removed HumanInfo, all handled in UnitInfo
Unit emote sounds should play less often
Removed bad create mothod from WeatherSettings
Removed WeatherVolume and related code
Disabled volume based weather system, weather is now randomly changed by the PlayerWeather component
Improved internal handling of unit sleep and death (ensure behaviour ticks and DM are always disabled)
AbilityPlanData -> BehaviourPlanData
BehaviourPlanData in BehaviourPlan base
Comments on example code in FindRequiredTool
Agent behaviour changes, added GetAbility