201,593 Commits over 4,171 Days - 2.01cph!
World model drops for scope, silencer, holosight, muzzlebrake & muzzlebooster
Unified all the entity debug view shit so you can see it when you select an EntityView in the scene/inspector
AI nodes and code for grid lookup of players.
Fixed censorship cube update issues
ShipMoveTowards AI node now uses a position variable instead of GO
recycler, textures, lods, prefab, collision etc
Added an EntityHealthPercent lookup node
Fixed NRE when sign is destroyed within RequestTextureUpdate delay
Barges greybox set models and prefabs
Basic FindAttackPosition AI node, ship handling changes.
Building planner world model drop + LODS
Fixed workshop exporting black icons with revz; now disabled during export, nothing to gain from it there
Updated Rust.Global binaries
AI related asset label validation
Refresh item lists after publish
Don't open temporary folder during publish
Open Item URL after publish
Fixed tooltips sticking if owner element disabled/destroyed
Button to hide/show editor
Fixed tooltips going off the screen
Float vars loaded properly
Camera light toggle button
Can zoom by holding down both mouse buttons
Added engage range and distance check to AI ship
recycler light + texture size tweaks
cringey female placeholder chatting added
Capping lightwells in caves - caves_dressing scene update
Lets see that happens if we don't pre-process our asset bundles
Fixed window.bars block displaying the wrong materials on LOD0
Doors biome tinting enabled
red dot sight; fbx, prefab, materials and textures
Merging building blocks biome tinting to pre-release
Merging building blocks biome tinting to pre-release
Fixed potential hole in terrain at cave 4 entrance
Scene2Prefab Monuments & Caves
Disabled pool.player_model by default for now
Network++
FOR FUCK SAKE project gamma to linear space for hdr effect
!A image effect, bloom/fog to camera
!A temp skybox
!A particle shader
FOR FUCK SAKE ocean shader sorting for particle sorting
FOR FUCK SAKE trail wip
FOR FUCK SAKE fix camera fog and linear space color
ConsiderationSettings.Response is now virtual, has access to DecisionContext and Blackboard
Added UnitSleepTimeConsideration which is basically TODConsideration but pulling the inputs from the UnitSettings.Physiology data
Addded TimeRangeParameters, TimeRangeUtility and editor drawer
More labels and a bunch of assets validated with old fields removed etc
Added new weapon mod world models to bundles
Network++
Goal.WakeUp and Goal.Sleep both use new UnitSleepTime Consideration
sleep time consideration should actually work now
CalculateConfidenceScore profiler hooks + some editor tweeaks
small sound recycle tweak