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17,530 Commits over 1,614 Days - 0.45cph!

7 Years Ago
Rebaked island1
7 Years Ago
Fixed some issues with default player commands and hostile human units (was setting as hunting target...)
7 Years Ago
Unlocks tidy up. Progression Tiers now working. More data.
7 Years Ago
It is no longer possible to give dead people gifts
7 Years Ago
Fix debug spawning UI error
7 Years Ago
Fix
7 Years Ago
Debug spawner can specify the spawned unit's group's hostility to the player tribe
7 Years Ago
Random gear, random gender options on unit debug spawner
7 Years Ago
More fucking wall placement shite
7 Years Ago
Fixed more wall placement issues, snapping to existing walls
7 Years Ago
Fixed a bunch wall placement issues
7 Years Ago
made meat rack NMO smaller to stop it from breaking item deposits
7 Years Ago
More
7 Years Ago
Wall placement fixes
7 Years Ago
Initial implementation of Progression Tiers.
7 Years Ago
tanning rack has skins and clothes ready to be stockpiles
7 Years Ago
Removed MaterialTypeDefinition
7 Years Ago
removed MachineProcessActionDesire
7 Years Ago
Apply a penalty to woodcutter and stonecutter roles if the unit is lacking the equipment for the role.
7 Years Ago
Building placement & socket fixes
7 Years Ago
cleaned up ProvidesRequiredItems. fixed building construction description commas. knowledge debug shows if entities are accesible or not.
7 Years Ago
Merge from wall_placement
7 Years Ago
Building AI now tries to deposit or gather when setting current building. Should stop cases of people being stuck setting and clearing current building.
7 Years Ago
updating fence too
7 Years Ago
fixed col pos
7 Years Ago
palisade pivot point change
7 Years Ago
fence
7 Years Ago
correct vcols
7 Years Ago
split palisade up into 3
7 Years Ago
material name change and forgot meta
7 Years Ago
re export with NMO
7 Years Ago
Various UI cleanup
7 Years Ago
vomit emote
7 Years Ago
trying auto repath disabled on NavmeshAgent to see if it fixes weird pathing.
7 Years Ago
anim work
7 Years Ago
fixed application of stat value change threshold
7 Years Ago
Entities can flagged as inaccessible in a Unit's knowledge data. This can be checked in DM filtering and is set via navigation failure in SetDestination
7 Years Ago
Perform all filtering before increasing count of evaluated candidates. Added new RegisteredBuildingItems entity source for filtering.
7 Years Ago
actually enable single entity on food AI
7 Years Ago
Fixed a debug tools wrapper NRE
7 Years Ago
fixed NRE in GoalPlan. Food AI uses single entity mode again but checks SmartObject viability. Cooked food AI uses same pattern as Eat Something.
7 Years Ago
apparently I deleted a comment and didn't save it last night
7 Years Ago
Unsaved change
7 Years Ago
New console command to fill a container under cursor (eg. fill_container Berries) Disabled Evaluate Single Entity Per Type on Find something to eat - if multiple units are hungry at the same time and at the same location (eg. waking up in the morning) they would all share the closest food item in a basket and only one would be successful because they would occupy the interaction This change should make multiple units eat from a basket of berries at the same time
7 Years Ago
Register at Crafting Station checks if someone is already using it. Nuked machine process value. EntityValueConsideration is now just consume value. Food AI should now choose better between eating from dispenser and picking up items. Current Goal and Last Goal Plan should now only clear from a break that doesn't set a new GPV. Fixed GoalPlanVariant.CalculateScore inconsitency causing AI to get stuck sometimes.
7 Years Ago
move base Warmup call to correct method
7 Years Ago
quality settings
7 Years Ago
another highlighter optimization
7 Years Ago
Cleaning up some entity description stuff Added MotionBlur graphics option Added new Low quality setting
7 Years Ago
Save