17,530 Commits over 1,614 Days - 0.45cph!
Fixed nav sample not being called
Added DesiredTarget property to Agent.
Stockpiling AI now gathers all items for stockpile before depositing.
Navigation.IsValidDestination sample radius clamps, uses sensible min value (either 1f or agent radius * 2, whichever is bigger)
Moved fire making behaviours into new Human-FireMaking module that is on the work DM
IsBusy condition no longer tests for the warmth module (checks for FireMaking instead)
Primary slot Emote behaviour now gated by resting and sheltered flags (must be false, to prevent people randomly standing up to emote when doing something else)
Added secondary slot additive idle & social module for Humans (for emotes, and conversations etc once they support secondary slot)
Prevent popupEditor create button press when asset name is null
Unit info widget inspect button, layout improvements
Deposit All interaction for Buildings
Added Vital bars to UnitInfoWidget
Interactions can now apply an Effect to the Unit while they are subscribed
Ported default interaction selection code to InteractionSelector attrib/drawer
AssetMenuDrawer has toggle button to expose a normal object field
All shelter type buildings have shelter effect on sleep and sit interactions
add all fuel is now positional
Require free hands to light fire
Implemented deposit all to fire
Work on deposit all actions (not finished yet, so probably don't use them)
fixed NRE when removing Effects with exit actions
more fixes and attempting to avoid Effects NRE.
Item gathering for crafting should now account for items held in crafting station and in unit items.
Fixed some editor only stuff not being tagged as such.
more SetDestination early exit fuckery
SetDestination fudge to make units arrive at destination if they are close enough to the interaction position
ActionChain.Tick no longer calls Complete or Break in the same frame as the initial Run impl
Nav cleanup
Fixed TimeManager reset not resetting current game speed
Simplified Crafting component loading because PostLoad doesn't actually do what I thought
Block TimeManager.Pause during skip to morning
Fixed AnimatorParameterHolderEx.Set returning when the components parent Unit's view was culled
Reduced action chain log spam
untested craft item persistence stuff
Fixed Unit.Navgation+Callbacks.OnPrimaryBehaviourEnded not listening to AgentBehaviourSlot.OnCompleted (was only listening to OnBreak)
Navigation.States.Pending now two states, NavigationPending, MovementPending
Navigation behaviour callback improvements
Got rid of force state argument
Fixed Navigation not calling SetState for all assignment
Navigation FSM enter/exit
Fixed Navigation.TickStateMachine not ticking state when new forced state was passed in
CraftItemProcess persistence WIP
Fixed action chain logs being gated by additional flags
Fixed debug settings tab overriding ai debugger toggles
NRE logging fixes, ActionChain.Behaviour has CanBeNull attr
Added a bunch of conditional logging to ActionChain, gated by BeforeDebug.AI_ActionChainLogs
SmartObject.OnSmartBehaviourCompleted checks matching SmartSubscription.SmartObject
Fixed people being stuck when trying to perform NextInteraction