17,530 Commits over 1,614 Days - 0.45cph!
Fixed some issues with default player commands and hostile human units (was setting as hunting target...)
Unlocks tidy up.
Progression Tiers now working.
More data.
It is no longer possible to give dead people gifts
Fix debug spawning UI error
Debug spawner can specify the spawned unit's group's hostility to the player tribe
Random gear, random gender options on unit debug spawner
More fucking wall placement shite
Fixed more wall placement issues, snapping to existing walls
Fixed a bunch wall placement issues
made meat rack NMO smaller to stop it from breaking item deposits
Initial implementation of Progression Tiers.
tanning rack has skins and clothes ready to be stockpiles
Removed MaterialTypeDefinition
removed MachineProcessActionDesire
Apply a penalty to woodcutter and stonecutter roles if the unit is lacking the equipment for the role.
Building placement & socket fixes
cleaned up ProvidesRequiredItems.
fixed building construction description commas.
knowledge debug shows if entities are accesible or not.
Merge from wall_placement
Building AI now tries to deposit or gather when setting current building. Should stop cases of people being stuck setting and clearing current building.
palisade pivot point change
material name change and forgot meta
trying auto repath disabled on NavmeshAgent to see if it fixes weird pathing.
fixed application of stat value change threshold
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
Perform all filtering before increasing count of evaluated candidates.
Added new RegisteredBuildingItems entity source for filtering.
actually enable single entity on food AI
Fixed a debug tools wrapper NRE
fixed NRE in GoalPlan.
Food AI uses single entity mode again but checks SmartObject viability.
Cooked food AI uses same pattern as Eat Something.
apparently I deleted a comment and didn't save it last night
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
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.
move base Warmup call to correct method
another highlighter optimization
Cleaning up some entity description stuff
Added MotionBlur graphics option
Added new Low quality setting