197,738 Commits over 4,140 Days - 1.99cph!
Rebuilt plugins, updated launcher with eac client dll
More LSO tweaks: reduced bias, now more pronounced everywhere, increased radius and exponent
Added Desire creation support to BehaviourChain Selector elements, exposed via editor and handled by UnitDecisionMaker (no longer hooked up in DSE/DecisionContext)
Desire no longer stores DesireParameters, instead derived types store data as properties
Removed IDesire interface since base Desire no longer requires generics
LSO: Fixed decal materials not receiving LSO
LSO: Fixed state not saved to cfg (RUST-1051)
LSO: Added intensity param set to 0.9 to improve balance between darkest and lightest
LSO: Fixed height normalization error
LSO: Added max height map size (4096)
replaced and added female vox deselects
Added some different building types. Fixed the stair cutting case.
fixing bugs, some ui tweaks, added invert mouse option
AIDesigner cleanup, layout class
- Added Behaviour Designer
- Reimported some old stuff to fix errors after adding BD
Made blueprint corner status indicators neater
replaced female select vox
Tweaks for heli / turret LOS checks with chainlink fence (RUST-1044)
- More ice level testing stuff
▄▍▅▌▅ ▆▋ ▉▋▊▊▊ ▊█▅▊▅▄▉▊▄ ▄█ ▊▍▉▋▆▊▌▌▍▉ █▄▆▌▌▅▄▋▆▌█ (▅▍▋▉ ██▉▌█▊█▄ ▉█▌▉▉▉▌ ▍▌▊▅▅ ▇▌ ▌▆▍ ▉▍▋▅▍▉▄▌▅ ▋▆▆▍▉, ▍▄▄▋ ▇▍▉▉▅▇▍▊ █▋▊▆)
- New enemy type now has 100% chance of teleport ability, shoots revenge mortars
Added data validation to BaseBehaviourPlanSettings
Deleted unused impregnate ability, fixed some missing actions
Fixed antialias not working
Removed multiple procmap benchmarks
Added barren benchmark
Added postprocess benchmarks
Disable motion vectors if motion blur disabled
Manual merge of action state changes from 5.4 branch because plastic is a dick
- Any entity can now be launched as a mortar, and mortar script is addded at launch by the MortarLauncher
- Removed specific mortar spikey prefab and replaced with an alternate, generic fast spikey prefab
Reduced high quality water mesh tessellation by ~20%
- Mortar stuff refactoring
- Ice level enemy trest
EAC hashtool missing files
Removed debug output from crafting ui
Fixed space pressing buttons after menu is closed
Fixed pie menu drawing over the top of inventory/crafting
Rock can be crafted
Fixed uncomfortable rock repeat rate
Merge from main
Updated SetDestinationBase with new state management patterns
Action state handling / allocation improvements
Metas apparently
Added some different wall colors.
- Some asteroid room rough tests
updated amplify occlusion to latest
Fixed mainmenu obscuring the belt bar (!)
Fixed Drag icons sometimes not showing, made bigger
Started splitting SetDestinationSettings
Put a Navigation.Stop in there to try to fix approaching target problems.
FOR FUCK SAKE template material for preview
FOR FUCK SAKE tile template tweak