17,530 Commits over 1,614 Days - 0.45cph!
crafting table update with small rock renderer for seb
idle AI tweaks.
Added next winning GPV button to debugger.
Fixed BeforeAtmosphericScattering shader func cases where unity_MatrixVP was no good
Fixed agent behaviour slots being reset by forced DM tick (event order was fucked)
More AI refactoring; got rid of SmartBehaviour/BaseBehaviour/IBehaviour and conslidated into single Behaviour class
Moved behaviour pooling from AIManager to Behaviour itself
Fixed player controller doing its primary raycast while doing marquee selection
Fixed another edge case in building placement
Fixed another edge case with game speed and successive building placement
Fixed successive building placements causing the game speed after placement to be incorrect
More AI cleanup
Night transition camera stuff
More low level AI cleanup and execution state refactoring
Fixed Effect not starting it's ActionChain properly
Moved BehaviourChain.Break's OnStateChanged invoke so we don't reset state before we've finished execution of any actions on break
Refactored state handling from GoalPlanVariant downwards (through BehaviourChain, Behaviour, ActionChain and AIAction) to use a common AIStates enum
dropping unneeded stuff to work DM and low priority
Cleaning up Action/ActionChain and BehaviourChain state
attempt to stop sticks clipping in the ground while walking
AI debugger progress
Fixed out of range error in EntityManager.OnCullingGroupStateChanged
AI Debugger revamp part 1
Force tick on behaviour complete
sleep time curves should make people want to go to sleep earlier
Fixed condition for nulling current goal
Player building placement collision checks ignores the anchor view when snapping to existing walls
Building UI anim tweaks
Cleaned up some current goal unsetting in DecisionMaker
Made decision heap management consistent for various scoring methods in DM
No longer possible to stow an item that was dropped while stowing.
UnitAttachments.TryAttach cleanup, BaseEntity.AttachedTo renamed to AttachedToItem for clarity. Updated debug drawer to clarity
ItemDesires created from possession now allow held which makes them actually get fulfilled.
Fixed NRE on EntityView during tree felling.
added more interaction positions for building the crafting table
aparently some stuff I didn't commit
Fixed item removal event not being called when removing from container.
Fixed depositing calling remove after dropping the item and thus not properly handling item removal.
Fixed IsCarryingRegisteredBuildingItem handling of contained items.
Interaction module no longer counts as "Is Busy".
Fixed radial options not being updated when selecting a different unit
moved construction back to high priority but added condition of not carrying an item for the building
Construct current building lower priority than gathering to avoid people dropping excess building materials around the building site
Misc smartobject debug cleanup
Instant build cheat now works on building upgrades too
Various post/weather/fx tweaks
Gathering items for combat is now its own module
Island 01 and 02 cleanup, 02 bounds & rebake
Fixed roles widget not always being activated when it should
Roles widget hides itself until there are any roles unlocked
Implicit conversion of StatTypDefinition, cache enum values on warmup
Unset debug on some modules
AI data viewer exposes enabled & debug toggles, buttons to toggle all modules debug values
deleted a couple of unused modules