200,693 Commits over 4,171 Days - 2.00cph!
Removed Scene component, we don't need it anymore
Tribe create scene fiddling, camera tweener
Touched most scenes (removing component)
Zones can be marked valid for game start
Refactoring a lot of core UI stuff, GameManager startup routines etc
Moved tribe create a bit further away from world origin to avoid shadows/grass/decor fuckery when transitioning to the selected game zone
Prevent socials from destroying twice when both social end and social break is called (for yet unknown reasons, need more investigation).
UnitCollection must remove itself as receiver for trigger collision events upon merging into a bigger collection (before it destroys itself), to prevent multiple destroy calls.
Previous fix didn't quite cover all the necessities. Hopefully this will make it all work.
Started on making units dream of desires when sleeping. Just need to reset the text when they wake back up :-P
Now, when humans fall asleep, they dream of desires, but when they awake they stop dreaming.
Fixed campfire and furnace particle effects playing on spawn
Humans can now think of others when not actively obsessed with desires (their mood stat has a chance of triggering thinking of someone rather than just conveying their feeling).
Fixed some issues with player pooling (introduced by moving stuff to pre processing)
Fixed rig error when prefab pre process is being called twice
Chance to hit is used in CombatAlgorithms, formatting cleanup
SkillUseParameters must hold SkillTypeDefintion, not StatTypeDefinition
Editor layout statics cleanup, combat ability editor tweaks
Added BaseBehaviourPlanSettings.IsPlayerCommandOnly to help filter out behaviours that are designed specifically for Player commands from the AI Designer
If we're feeling aweful, we might have hateful thoughts about someone.
DataBrowser: Interactions grouped by restriction
Interaction : Add To Machine is now player command restricted
AI : Human Food module improvements to fire lighting and corpse cooking GoalPlans
Save us from NAN. Noticed a LookAt was using new_pos before a NAN check, so put it in there... I'm assuming we don't want to look at NAN values.
Fixed OptimizeAnimator never clearing its renderer set (breaks player mesh pooling)
More logging for rig bone caching
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Fixed player commanded click dirt FX sounds not playing (BEFORE-477)
VisualFX can now override volume and pitch for their sounds
VisualFX picks random sound from the list of clips on each play, not just in Setup
Removed GenericEntity (was only used for player commanded "goto" smartobjects)
Replaced player movement command with an Ability that reads from Blackboard Position
Lighthouse polish and colliders
Reduced the effective combat range of pistol ammo slightly (from 80 to 60)
semi auto pistol damage reduced to 40 (was 50)
Fixed NRE when trying to upgrade building block after it was destroyed (RUST-1298)
Made it so skill / chance to hit and distance to target (modified by our chance to hit) affect our trajectory / accuracy when using ranged weapons. Certainly needs more testing, but looks decent at low skill levels with the bow.
Fixed OptimizeAnimator renderer set clear
Added two new Skills : Skinning and Leatherworking
Bags are now craftable (starting pool) using Leatherworking
Fixed NestedEditorDrawer not showing AssetMenu label
Fixed NestedEditorDrawer's create form spitting errors and saving assets to root folder
Unique corpse item for Bears (no longer carryable)
music in transition to game should fade now
Tribe create camera movement tweaks
Grid glypicon for editor
started adding Grid Data Definition class
Fixed NRE when trying to rotate building block after it was destroyed (RUST-1299)
Fixed holes, tweaked colliders and glass