200,687 Commits over 4,171 Days - 2.00cph!
Vehicle interpolation work complete and tested.
Oops, minor fix to the previous commit
Decrease minimum time buffer since we want to keep player vehicle driving snappy.
Merging vehicle branch work into the main branch.
updated textures and props and windows
First building to unlock should probably be the skinned tent rather than mud hut (since you've killed an animal and got pelts to spend).
Berries should be much harder to get green fullness from, but current stat manipulator options feel slightly limiting.
Fixed players sometimes appearing with wrong name, gender or skin tone (RUST-981)
Reset entity position lerp curve when lerping is disabled
Added stabilityqueue and surroundingsqueue convars (time building stability + surroundings are allowed to take)
Added a new type of stat manipulator value type, the "reponse curve". Pick the type of curve, and the value you want to modify the curve's response to where the current value of the stat is positioned in it's range.
Can be used to modify the impact of a stat manipulator's value by what point of the stat's range the current value is at. (eg. eating a berry when you're really hungry feels more filling than when eating it on a full stomack).
Bad ! on SkillTypeDefinitionEditor
Changed paint mode return text
Fixed dispatcher order
Removed Debug option
fixed minimap to create icon if minimap startup is delayed
Incompatible traits are now taken into account when setting up traits
Added Item Requirements to as part of the Construction Requirements for buildings, that they can both have generic material requirements, but also more specific item requirements.
Reset lerp smoothing whenever entity lerping is snapped to the end point
Initialize lerp start position whenever entity lerping is started
Missions handled disconnection on client
Fixed quit
Fixed text chat
Slide/jump decal textures
irradiated sacs textures
Updated Beep - Workshop changes
Updated the whatsnew file
Split DSE debug into partial, renamed some odd methods
Conditions now construct a "failure string" when the DecisionContext they're in is instigated by the Player/UI
Conditions can be flagged to "hide UI on failure" in the context of a BehaviourPlan's evaluation
WorldManager TOD_Time property is static, uses Instance. pattern that we use in other managers
PlayerController refactored to deal with interaction and ability evaluation
RMB must be held for a small time (currently 300ms) before a radial menu is shown, a single click will invoke a default interaction command for the target SmartObject. Mulitple SmartObjects will show a radial by default, without the hold timer.
Fixed NRE in UnitView.IsTurning setter
WIP on batching and runtime.
Added an influence consideration to animal food AI
Retired ItemIdentity (no longer used, removes a bunch of overhead)
Fixed various issues with player model pooling (still disabled by default)
Fixed some climate blending OnGUI hack failing to compile when setting editor to server-only
Hold RMB for 300ms will open radial for interactions with target entity, without RMB release
Abilties and Interactions are correctly hidden in the UI when appropriate
Default target abilities actually work
Moved DSE.EvaluateConditions and QuerySelectors overloads for public use to DecisionScoreEvaluatorsUtility
DSE shouldnt be Serializable
Formed some opinions on threat map caching
Fixed missing default abilities on Player prefab
Player default commanded Ability is SetCombatTarget, not Attack
Renamed Social "Abiltiies"
More work on building construction and it's requirements.
AssetMenu and AssetListDrawer only show groups of asset types when the group contains more than one asset, otherwise it just that asset
People can no longer talk to random objects
Fixed NRE when trying to open the radial over the campfire and potentially other entities
Dummies are now herbivore
Fires have a smaller heat range
Removed dummies spawner from testbox