223,936 Commits over 3,684 Days - 2.53cph!
Cursor and camera speed tweaks.
Optimized coarse height and slope map generation in standalone builds
removed accidental setting of isEating true
Made terrain height and normal textures readable at runtime (required for coarse map generation)
move animal eating to a bool isntead of trigger
Selectors can now specify multiple Blackboard write keys
Collaboration fiddling
moved alert eating and agro around to stop them iterupting attacks
Put deconstruction on a tick, that a unit has to hammer at it for a little while before it crumbles.
Added grass displacement toggle to graphics options
Reduced resolution of coarse terrain height and slope maps
Fixed all grass appearing displaced with grass displacement disabled (for real)
Destructing a building now has a bit more flavour to it.
Fixed foliage displacement NRE when leaving server
Fixed all grass appearing displaced with grass displacement disabled
Exposed high resolution terrain height and slope maps to shaders
Grass displacement now also works on big maps
Basic new character framework
Automated Linux DS Build #429
Automated Windows Build #429
Automated Linux Build #429
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Fixed DX9 white player in player preview (RUST-1294)
Fixed pvt not disabled in lowest shader levels
Potential fix for crashes when switching servers (RUST-827)
More Collaborations/Behaviour Chain Injector work
Simplified breeding AI to make it work again. Now ready for Collaborations integration,
Updated native binaries: added dev request cancellation
Added renderer device cancel request
SocialConditionSettings also checks participant state
BreedingLocationSelectorSettings creates building desires
Removed bad condition from Breeding Response Goal
Removed "flee" button from UnitCommandsWidget
Radial menu works on selected unit again, for dropping items etc
Radial menu can now be used on the ground
Added AbilitySettings.CanTargetSelf
Added a bunch of "Go Here" player command only Abilities
Fixed lighthouse LOD uvs and reduced material number
Added some basic Socials debug info to DebugTools entity tab
SpawnPopulationSettings item spawn position offset test
Bypass "can statisticall breed" condition, that it reliably returns true every time, to simplify testing of breeding social.
Added a HasSentPendingSocialInvitationConditionSettings and applied it to the Goal of Breeding Instigation.
Socials now only hold a single sent invitation (might not fully work as intended yet due to difficulty of testing).
Reworking how the Breeding Instigation AI Module works, people only have babies if they like each other (may fuck up animal breeding)
Collaboration boilerplate
added inCombat False to alert idle transition on animals
Added shader parameter for displacement height to grass shader + material