201,078 Commits over 4,171 Days - 2.01cph!
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.
Clamping X position to grid max.
Disabled terrain quality affecting shader lod; keep shader level as master LoD control for consistency between terrain and objects (RUST-1280)
Added first version of rust/std 4-way blend shader (RUST-1284)
Removed some more legacy shader params; cleanup
Fixed ManagerSingleton's way of instancing _instance when T can't be found in scene, to prevent possibility of infinite loops.
Added back in the idea to append ManagerSingletons to the GameManager gameobject, but did so in a safe way that can't cause infinite loops.
Merge from ambient_light_volumes
Working on Social Ritual.
More work on Ritual Social. Added RitualModeType enum in code... should probably look at ways to do this in data (using Definions and Simulators possibly), but this is good enough for a first pass.
Added Amplify Shader Editor beta
isHugging and isMakingLove placeholder anims
improved wood hut ground shape
StatManipulatorParametersDrawer no longer tries to access TimeManager instance properties in Editor code, causing a stack overflow :
Building hooks into TimeManager events
AvatarPostprocessor rename
DebugUtility won't do shit when entering playmode if there's no Zones in the scene
Unit.Animation.FaceTarget tweaking
FOR FUCK SAKE asset scale change
Nixed energy drain from activities.
Fixed spec/metallic blend layer toggles not activating keywords
rock_ledge model/textures/LODs/COL/Prefab
cherry picking diogo's fix to 4way blend
* Added Is_Angle internal helper ( to be consistent with Is_Vector, etc )
* Angle() global now works the same way as Vector() global, i.e. Giving it an angle object will return a copy of it, etc
Automated Linux Build #428
Automated Windows Build #428
NetworkEntities now only serialize components that are dirty.
Hid emote and ponder from action queue UI.
More work on breeding, though not quite working yet (seeing breeding groups with single participants).
Automated Linux DS Build #428
Selection indicator tweak.
Seperated LookAt and FaceTarget into distinct Action types,
Expand/Collapse all in DataBrowserTab (GOTY 2034)
Increased culling ranges for some layers (units, buildings, world)
Refactored UIManager cursor state handling, support for overrides
Added a bunch of logic for cursors states in PlayerController
Effect "Add Conditions" are evaluated in EffectSettings.CanApply
Added BaseBehaviourPlanSettings.CursorOverride field, does what you might expect
Added BehaviourExposureTypes enum, cleaned up how we control Player/AI behaviour exposure
Fixed some Abilties not being correctly evaulated by the player controller prior to populating the radial menu
Disable shadows on unit portait cloned views