200,093 Commits over 4,140 Days - 2.01cph!
Units drop all items on death
Added admin.serverinfo
Added admin.bans
LogType.Assert is handled
console.tail + console.search return json
Don't complete sit/sleeps
Break current goal in Agent.ClearGoals
Confidence in Decision consideration added. Not integrated with any DSE yet.
Added latest effect packages
- Started storage containers
Merge from 8_splat_support
- Deposit resources action work
Fixed terrain visuals not updating when terrain config was changed (e.g. splat colors)
Fixed snow painting and visuals
water edge shader tweak, feel free to revert petur
crappy test wave mesh
Massive island got more massive and refactored.
Cleanup
- Removed debug spam from MoveTo action
Fixed scoring of Confidence In Decision.
Added min/max score bounds.
Added score modifier option to scale the score.
sticks rocks and berries have better view offset
Added Confidence in Decision consideration to a few goals and goal plans.
Grass tinting support (temp fix)
Merge from 8_splat_support
Ocean Placeholder was missing Material reference. I set it to the same as Ocean->Water in Island0001 uses.
- Added IslandDetails static class to get info about the specified island
- Added a new NearestIslandLocator script to camera which broadcasts events when the nearest island has changed
- Added Island info UI to show the resource info of the current island
- Added fade in/out to island info UI
Added a Boost Energy Timer coroutine to TribeStartAre (set to 10 second timer now). This causes the cavemen to wake up after 10 seconds.
- Added floating text for resource depositing (still need to move the triggering out of it out of the action)
- Made a raft prefab
should play anim when crafting(untested)
Building.RequiresItem also checks requirement amount
Ocean shader tweaks
Drop items if DepositToBuilding fails (haaaaack)
Dungeon updates - some splat painting over and polish, prefab conversion
Brighter snow biome rock colour @petur
Pipeline pylons collider update
Fixed powerplant chimneys ladder space being too narrow
Fix for RUST-434, RUST-493, RUST-545
Removed dynamic batching from some dungeons rocks
'Add to heightmap' added to open air sewer prefabs
TOD Time based wakeup at start for cave peoples.
Tweaked Sit By Fire related stuff a bit, but still feels a bit broken.
Terrain carve was to wide in some dungeons
made eyes bigger in prefab blend shape, temp hack will get lost when characters are rebuilt (but super quick to manually change)
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FOR FUCK SAKE missing prefab
Group+Knowledge lazy CanFindItemOfType
Item Desire fulfilment check supports ItemType
Added Socialise goal and "wave at" goal plan
Removed NavMeshObstacles on bush prefabs because death
Changed some item slot + pool flags
* GitSync
* Added CGet->SteamGameServer()
Automated Linux Build #231
Automated Windows Build #231
Fixed floaty arid / beach trees
Fixed rocks sometimes spawning on warehouse quarry