255,086 Commits over 3,990 Days - 2.66cph!
Fixed Resources without interaction positional data not being interactable. (InteractionSettingsWrapper.MaxSubscriptions was 0, now validated editor side)
Got separate Client/Server working correctly (+some minor cleanup). The main issue was that PlayableCharacter.Server would assign a new PlayerState to currentState every tick, even if there were no inputs to process. This meant that often states were getting sent with an ID of zero, which freaked the client out. Also made server only send state when there's new state to send (i.e. <0 inputs have been processed since last time).
Reducing duplicated code. Add character controller reference back in
Unit.Navigation.TrySetDestination robustness
AI Debugger panel moved to BeforeEditorLayout, added to DebugTools
Fixed potential KeyNotFoundException in Senses
Simple vehicle interaction text edit, pluis removing superfluous meta files.
Forcing half res height/slope map until we have decent quarter res precision for foliage displacement
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.
Managed to fudge in NetworkPlayerInput and PlayerMotor. Proxy not tested but added. Will likely need a little refactor / tidy up.
Fixed moon darkening on the horizon; less hacky way to handle the revz case
Fixed players blur visible behind walls (RUST-1341); regression triggered in
16732
Automated Linux DS Build #17
Automated Windows Build #17
Automated Linux Build #17
Merged and deleted unneeded stuff.
Merging vehicle interaction chages and some class restructuring. Needs some more work but the basics are there.
Better vehicle enter/exit support in separate Client/Server mode
Added building interactions to possible default interactions.
Right click on a building under construction will create a desire to build said building.
Default Interactions now use a GenericMenu
Cave_large_hard end
Adding Cave_large_sewers_hard files wip
Blackboard key usage injected from module data heirarchy when editing a GoalPlan in the AI Designer
AI Designer layout improvements
Just need to smooth character out a bit more but this works awesome.
Fixed moon rendering black to reflection probe
Updated paint UI
Added colour swatch prefabs
tweaked ambient so it is less orange at 11.6
Blackboard key usage display in GoalPlanSettingsEditor
made TOD lighting a lot better on beep city 2 scene
GoalPlan BehaviourChains can now be edited in the GoalPlanSettingsEditor, not only the AI designer
Scripts organisation
Player model footsteps refresh their player reference when taken from the pool (fixes issue with pool.player_model enabled)
Decision layer assigned through DSE data constructor, Conditions/Considerations drawers contextual awareness stuff.
Removed DecisionLayer field attribute
Automated Linux DS 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 :-)