19,298 Commits over 1,614 Days - 0.50cph!
Continued work on combat cancelling
Fixed target death event not being unsubscribed properly.
Target moving out of appropriate distance for attacking should now trigger combat interruption.
Stat minipulation fixes, scaled properly with tickrate. Real world values in editor
Fxied Death effect not found by UnitManager
Added a gate for potential duplicate invokations of OnChainBreak event due to UML-revealing loop in the API.
Debug tool entity selection drop down replaeced with button + GenericMenu with categories
Logs can now be chopped into big sticks
Units in combat should now look at their target (not really tested yet due to some other issues).
Death flag fix
Entity selection improved in AI Debugger
Decision logger grouping by DSE log id and decision plan equality
Decision logger group improvements
atmos edit and hunting loop added
Profile hooks for Agent debug
Only selected agent generates log data by default
Exposed EntityManager budget to inspector
DecisionLogGroup fix
Actually fixing decision log counts
Added machine item output process (not tested yet).
Abilities in GoalPlan BehaviourChains can now filter by available SmartObject Interactions on their prospective targets, during DM
AI Designer improvements, data save
Don't reserve subscription slots during DM, only when adding the best resulting variant to the BehaviourChain
Removing some un-used SmartObject subscription overloads and params
No longer reset all SmartObject reservations every tick in EntityManager
SmartObject reservation cleanup in BehaviourChain
Ignore destroyed entities in UDM filtering just to be safe
TakeFromDispenser NRE fix
Split Building Goals in to new module
Added some basic Social AI modules to humans
BehaviourPlanData no longer stores lists of SkillRequirement and ToolType
SkillRequirement is a class
Desires support ToolTypes
Item Craft Desires no longer create Find Item Desires for each of their required crafting ingredients
Animals can consume items
TakeFromDispenser Unit.Items NRE catch and console warning
Potential fix for some SmartObject reservation issues
First pass at Player created Desire injection (crafting)
Animals no longer require the Items component to eat items, or eat from dispensers
Don't allow player to try and subscribe to a smartobject/interaction that has no available subscription slots.
Added a friendly support calculation for "negative threat", needs testing.
Refactoring Machine a bit, fixed issues creation/init and inter-process dependencies not working. TLDR : you can cook shit now
Sometimes behaviour plan interface ids are not equalling to a smartobject's interaction plan when we would expect it to (their ids are equal).
Compile fix fix fix fuck off you panda fuck
ItemOutput machine process now works.
Senses should take into account actual perception distances now.
Senses no longer stores arrays of SmartObject, but Entity
Added modes to DepositItem Action (Blackboard or Intention)
Added Carried Items to DM target source filtering
MachineCanProcessItem tweaks
MachineProcessSettings stores an Interaction ref, validated in editor
Fixed Group.SetKnownUnits not doing what it should
ActivitySubTypes moved into separate enums and related refactoring.