17,530 Commits over 1,614 Days - 0.45cph!
Added hostility mode to CandidateEntityFilter
Candidate filtering should now be able to apply type specific filtering to the relevant entities if filtering by type is disabled
Defensive AI filters by hostile status.
Made defensive AI target filters evaluate more than one candidate so people might actually defend themselves now
basket finding tweaks so cooks don't try and fail to fill already full baskets
comment explaining what I did in LoadGameWidget
don't wake up from being cold
set Initialized to true before refreshing saves in LoadGameWidget
Refactored Builder component to hook into the Agent's Desired Target instead of having its own target tracking.
Added Condition to check if something is registered to the Desired Target in any way.
Woodcutting AI only stockpiles things that aren't registered.
Navigation logs gated by navigation logging bool.
Fixed EntityManager not actually ticking any entities
let's use the correct index in the loops in the entity destruction method
deposit all interaction gets disabled upon finishing building construction
Distance consideration uses fallback fuckery now
Agent persists installed modules (previously we assumed that creation and loading Effects would suffice, but this didn't account for modules installed from other systems, e.g. game events such as Animal Raid)
GameEvent is now a Definition
Added GameEvent console command (event.trigger)
Senses resets threat scores for dead units
ThreatThresholdCondition tweak
refresh entity list on manager add/remove
Entity list search / flag filter
Loading coroutine, UI progress
Updated post processing stack
Social editor NRE fix
New search in databrowser
Changed EntityManager destruction event to be invoked after entity if removed from EntityManager
Added destroy button to EntityList
Fixed Crafting loading NRE
Cleanup for destroying entities with children
Added EntityList window
DataBrowser uses tree view for asset listing
fixed commas in destruction log (important shit)
Entity destruction now logs the names of the destroyed entities
actual no spawns in nospawns
Added button to destroy entities from the EntityInfo debug
Should be possible to unlock Leatherworking stuff
Fixed Cohesion leave and join chance randomisation
Navigation.IsValidDestination fallbacks + more logging
Items that humans spawn with are added to posessions
Animation bool callback removeAt shit
Fixed animation bool change callbacks not working at all
Nuked duplicate item action
Item actions and component callback refactoring & robustness.
Got rid of ActionSettings.End and .Break methods since they were redundant (call AIAction methods)
break if ItemAction gets stuck
don't scale the scaled time in stuck check
item action stuck detection is less stupid
Navigation logging to catch out of range error
Don't return in Navigation if CalculatePath fails
AIAction tracks timeSinceActive, used in ItemAction to detect elusive stuck in pickup bug
Fixed Items.TryPickUpItem not passing animation bypass arg into TryPickUpItemToContainer
Exposed BaseEntity.Debug in debug tools
Major cleanup of decision making; moved everything from DecisionMaker+Decisions to static DecisionsUtility
TargetFilterUtility is no longer static, now pooled