201,214 Commits over 4,171 Days - 2.01cph!
Still testing to get it buttery smooth...
Connecting drivers to vehicles
Vehicles are no longer NetworkPlayers, just network entities
Basic entering and exiting vehicles working. Exiting vehicle boots player but camera doesn't follow correctly yet.
Fix for debug capsule visuals
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
Fixes. The check for space to exit a vehicle is working correctly now.
Missed one file in previous comit apparently
Fixed for errors in CLIENT/SERVER only modes
not sure why this was changed
* Added vgui/gradient-l.vmt
Automated Windows Build #440
Added a warning when setting Target as the evaluation target in considerations, since we should only evaluate Target in Behaviour Chain. Not a perfect solution, but better than nothing :-)
Automated Linux DS Build #440
Decision layer assigned through DSE data constructor, Conditions/Considerations drawers contextual awareness stuff.
Removed DecisionLayer field attribute
Player model footsteps refresh their player reference when taken from the pool (fixes issue with pool.player_model enabled)
GoalPlan BehaviourChains can now be edited in the GoalPlanSettingsEditor, not only the AI designer
Scripts organisation
made TOD lighting a lot better on beep city 2 scene
Blackboard key usage display in GoalPlanSettingsEditor
tweaked ambient so it is less orange at 11.6
Updated paint UI
Added colour swatch prefabs
Fixed moon rendering black to reflection probe
Just need to smooth character out a bit more but this works awesome.
Blackboard key usage injected from module data heirarchy when editing a GoalPlan in the AI Designer
AI Designer layout improvements
Cave_large_hard end
Adding Cave_large_sewers_hard files wip
Default Interactions now use a GenericMenu
Added building interactions to possible default interactions.
Right click on a building under construction will create a desire to build said building.
Better vehicle enter/exit support in separate Client/Server mode
Merging vehicle interaction chages and some class restructuring. Needs some more work but the basics are there.
Merged and deleted unneeded stuff.
Automated Linux Build #17
Automated Windows Build #17
Automated Linux DS Build #17
Fixed players blur visible behind walls (RUST-1341); regression triggered in
16732
Fixed moon darkening on the horizon; less hacky way to handle the revz case
Managed to fudge in NetworkPlayerInput and PlayerMotor. Proxy not tested but added. Will likely need a little refactor / tidy up.
GoalPlanSettingsWrapper now holds a list of fallback GoalPlanSettings, when fallbacks are provided DecisonMakers will evaluate whether a valid variant can be found for the GoalPlan, creating Decisions for fallback plans if that evaluation fails.
Forcing half res height/slope map until we have decent quarter res precision for foliage displacement