255,150 Commits over 3,990 Days - 2.66cph!
Removed curve stuff in stat manip
NetworkEntities now remove themselves from ships serverside when being destroyed
Added threat considerations to a bunch of places in the AI
merge from ambient light volumes
Environment volume base implementation
Added environment volumes for underground areas
Eliminated ambient light completely when underground
Roof, ceiling, floor, overhang materials are now saved.
Fixed freeze gamespeed toggle not working
Now we gain skill when we completely miss a target, and we get a bonus based on perceived threat of the target (if it's attacking) and if target is further away.
Let's not attempt to cast things in BlackboardData.Set
DM profiler hook for selector decisions
Threat map is now global, and allows for sampling highest point within a rect
Trims now save, can now select different trims.
may not have saved some data
TooltipWidget cleanup, tweener
Removed sounds from Combat-Alert Effect, replaced with UnitSoundType : Alert
Cleaned up effects data bit, can now specify UnitSoundType to play on application, rather than tying that to the VisualFX params
Setup sounds for Alert UST in Human data
Fixed some UI shit
Made it so that with each miss, we have a slightly higher chance to hit the target (in ranged), so that if the rng god hates us, we can't miss indefinitely. Right now the max number of times we can miss until we'll ensure a hit is 20 (well, if the trajectory calculations are spot on that is).
Fixed a bug in combat that caused projectiles hitting an unintended target to damage the intended target instead.
Added basic projectile impact spherecheck + effect application test
Let's gain 10% of skill gain when we miss things with projectiles.
Fixed miner's hat and candle hat not working after initial use (RUST-1301)
Experiment with giving projectiles influence to group of last holder, so that throwing a spear that lands right next to an animal will actually make the animals react. This should probably use an effect that adds a temporary influence rather than permanent influence.
Prevent Super Detailed Grid Definition's fixed array from getting flooded in testbox.
made the SMG ironsights more precise (easier to aim)
Added consideration for threat at target's position
Fixed tooltips not working when no Unit is selected
Fixed NREs triggered by tribe create hair color choice buton
Corner mood ball becomes vignette
CombatAlgorithms.CalculateDPS doesn't use chance to hit in it's scoring, for now
Fixed some out of range exceptions
Fixed editor-only deferred mesh decal code intefering with in-editor profiling
Nuked some editor heap allocs in terrain texturing
Fixed warnings in climate
Fixed player mesh rigging sometimes being temporarily corrupted
Added print_rigcache console command
Grids use definitions now