199,304 Commits over 4,140 Days - 2.01cph!
Current goal will now be checked for whether it's equal to the next goal, or at least force it to end before we replace it with the new goal.
7 'deselect' male vox added
- Removed BehaviourStack, renamed Agent+Behaviour to Agent+Abilities
- Removed FindItem Action
BehaviourChain.End accessibility fix
Stability is now encapsulated into a StabilityEntity
Doors, shutters and embrasures use the new socket based stability system
Fix for RUST-164 and RUST-318
-tribe now ticks
-tribe checks for items and their quantities amongst all known items, making a list of currently known eligible ItemSettings and their numbers
-tribe compiles a list of currentlyCraftable items (means items whose basic components are available, no consideration given to needs for skill or tools)
-UnitCanFindToolConsideration was killed, and swapped with a CanFindOrCraftTool condition, which is much much prettier, by using the above functions
-some missing bit plastic had not realised existed
Hacky PlayerController goal creation test
Removed Momentum from Behaviour, now only carried by GoalPlanVariant
Lifestealer gets recycled / removed at end of point
Melee weapon damage distance check sends message to player when rejecting an attack
- Title screen buttons now work with mouse
- Cursor no longer hidden by default, need to toggle.
Check antihack whenever players try to damage something (antihack.playerdamage convar, defaults to false)
Added antihack.objectplacement convar to toggle object placement verification (defaults to true)
- TownInteractable works with keyboard
Cowboy run north loop source
added grass skirt and new outer floor with new grass shaders, removed blue lights.
added new grass skirt to temple court
Changed standard blendlayer shaders to preserve masked albedo detail; traded for normal map in lowest LOD (#325)
Fixed water refraction back projection in GL/OSX
swimming cleanup, unified values for swimming/headunderwater
- Mission select screen now interactable with mouse, can start missions.
Momentum now part of DecisionPlan rather than GoalPlanVariant, though it's still from GoalPlanVariant that we traverse the momentum tick all the way up to the top goal.
Fall damage sound tweaks
Only play fall damage sounds when taking 20+ damage
Hatchet strike sound polish
Melee impact sound polish
Ensure all light buzz sounds in new rad towns are LODed correctly
Add local voice limiting to helicopter weapon sounds
Generic footstep effects (fix for no footstep sounds on quarries)
tweaked swimming and sprint animations.
FOR FUCK SAKE removed redundant cloud particles
FOR FUCK SAKE cloud particle prefab
new sounds / particle effects for wounded animations
Expose start momentum from Goal Plan Variant, so that we have more options for affecting momentum externally.
StopMomentum when you End a GoalPlanVariant, not when you Copy.