200,001 Commits over 4,140 Days - 2.01cph!
Fixed several "Cannot play disabled audio source" warnings
Enabled sound pooling by default on 64bit systems
Fixed stretched river flows in hapis island (RUST-1036)
added jump ramps and drifting cones to city_2_scene
Moved other savas to its own bundle.
Fix for ghost data not attempting to send correctly
Added large (Reliable, fragmented) channel to SimpleNetwork
Ghost missions now uses large channel
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
MissionPoint now has an index property
Added GhostEntries class as a matrix lookup table of saved ghost entries between all mission points.
SetDestination : when in SmartObjectInteraction mode wait for the UnitView to turn and face it's target target on arrival before calling action.End()
tortise first pass, need to rename to tortoise..
Added pooling support to storage containers and doors
Factory enemy spawn pack tweaks
Actions hold reference to their state where appropriate
Actions can override Tick
Added MissionPoint class to allow special mission tagging of mission points
MissionManager mission point find functions can now specify an optional type (defaults to all)
Deprecated TerrainPaint script
Craggy fixed.
Standard Savas runs.
Added MoodOverlay camera effect, desaturation linked to tribe's average Mood
Adjusted and exposed Mood thresholds in MusicManager
Renamed MissionPoint to MissionPointInfo, as it already existed.
MissionPointInfo is now parsed and added to mission manager points
Ghost mission now builds mission using only ghost mission points.
LR300 ass rifle viewmodel / worldmodel prefabs + sounds
first go at sabetooth improvements
updates to player preview source anims
Added Activity types for various death types..
Added Relationhip Consideration
Extended Relationships adding flags, events and a bunch of API
Units have relationships with their Group members by default
Improved skin brdf sss quality by fixing omission; touched relevant shaders
Units will get sad when they witness death
Relationships are formed when two Units first see each other
Fixed OnActivityGeneratedTrigger not working
Improved stat cap modifier application (min value only)
fixed some bad movement speed data
Added check for player info
Fixed MusicManager.OnTribeMoodChanged being shit
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Desire momentum drain rates increased
Fleeing now continuously updates destination.
Fixed some AI data which was causing units to sometimes walk when approaching combat targets.
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