201,023 Commits over 4,171 Days - 2.01cph!
Prevent Super Detailed Grid Definition's fixed array from getting flooded in testbox.
Experiment with giving projectiles influence to group of last holder, so that throwing a spear that lands right next to an animal will actually make the animals react. This should probably use an effect that adds a temporary influence rather than permanent influence.
Fixed miner's hat and candle hat not working after initial use (RUST-1301)
Let's gain 10% of skill gain when we miss things with projectiles.
Fixed a bug in combat that caused projectiles hitting an unintended target to damage the intended target instead.
Added basic projectile impact spherecheck + effect application test
Made it so that with each miss, we have a slightly higher chance to hit the target (in ranged), so that if the rng god hates us, we can't miss indefinitely. Right now the max number of times we can miss until we'll ensure a hit is 20 (well, if the trajectory calculations are spot on that is).
TooltipWidget cleanup, tweener
Removed sounds from Combat-Alert Effect, replaced with UnitSoundType : Alert
Cleaned up effects data bit, can now specify UnitSoundType to play on application, rather than tying that to the VisualFX params
Setup sounds for Alert UST in Human data
Fixed some UI shit
may not have saved some data
Trims now save, can now select different trims.
Threat map is now global, and allows for sampling highest point within a rect
Let's not attempt to cast things in BlackboardData.Set
DM profiler hook for selector decisions
Now we gain skill when we completely miss a target, and we get a bonus based on perceived threat of the target (if it's attacking) and if target is further away.
Fixed freeze gamespeed toggle not working
Roof, ceiling, floor, overhang materials are now saved.
Environment volume base implementation
Added environment volumes for underground areas
Eliminated ambient light completely when underground
merge from ambient light volumes
Added threat considerations to a bunch of places in the AI
NetworkEntities now remove themselves from ships serverside when being destroyed
Removed curve stuff in stat manip
Felt a bit like the max possible trajectory miss modifier was a bit too big, reduced it a wee bit.
Bravery bonus when starving WIP
IInterctable and raytracing for interactions
Deconstruction of buildings must be Exclusive interactions.
Added Deconstruction interaction to all buildings / fences.
Moved world around to center town at... center
Effect tick invokes StatManipulator.OnValueChanged for any manipulators with simulated values
Fixed incorrect ordering of tutorial triggers
hunger - bravery simulator now outputs correct values
Removed "LoadGameFromSubscene" script, cleaned up how the game setup works in editor.