255,113 Commits over 3,990 Days - 2.66cph!
Bad ! on SkillTypeDefinitionEditor
Added a new type of stat manipulator value type, the "reponse curve". Pick the type of curve, and the value you want to modify the curve's response to where the current value of the stat is positioned in it's range.
Can be used to modify the impact of a stat manipulator's value by what point of the stat's range the current value is at. (eg. eating a berry when you're really hungry feels more filling than when eating it on a full stomack).
Added stabilityqueue and surroundingsqueue convars (time building stability + surroundings are allowed to take)
Reset entity position lerp curve when lerping is disabled
Fixed players sometimes appearing with wrong name, gender or skin tone (RUST-981)
Berries should be much harder to get green fullness from, but current stat manipulator options feel slightly limiting.
First building to unlock should probably be the skinned tent rather than mud hut (since you've killed an animal and got pelts to spend).
updated textures and props and windows
Merging vehicle branch work into the main branch.
Decrease minimum time buffer since we want to keep player vehicle driving snappy.
Oops, minor fix to the previous commit
Vehicle interpolation work complete and tested.
SelectableIndicatorWidget tweener tweaks
DecisionContext now has a PlayerInstigated flag, to avoid conditions et al creating Desires when we evaluate Interactions through the UI
Human Food AI improvements : people will now light the fire if there is an uncooked, skinned carcass nearby
ID duplicate validation for AIDatabase
Desires unsubscribes from TOD time events on destruction
PlaceController building placement guide tweener reset
Fixed PlayerController not firing mouse over events in the correct scope
Unit.Morale.GetFleeDestination ignores unit perception data if the Unit is flagged as destroyed or not perceived
Senses book keeping is not shit
Exposed Traits data and tweaked it a little
Traits Component now uses the group component
BaseEntity creates components in constructor, not Setup. Related refactoring
Selection indicator tweeners
Refactored my interpolator into the original.
Added group traits component (not hooked up yet)
RTSCamera LMB drag behaviour is much less shit.
Fixed player controller not nulling selectedEntity
Removed unit movement mode icon from UnitInfoWidget
Cursor widget test (disabled)
Selectable widget seamless thingy state.
Colors, icons, mood gradient.
Fixed island4 Editor Only folder missing the tag
Interpolation work. Integrated minor changes from the NetworkingUpdates2 branch in NetworkMessage/NetworkClient/Networkserver to add timestamps to messages.
BuildingObject placement is now more granular.
LMB drags camera, MMB rotate mod for satan/sebov
Fixed MoodOverlay not working
Seperate flagging for UI exposure in BaseBehaviourPlanSettings
Radial menu button states that don't suck
Selectable indicator tweaks
Radial menu refactor, they show a lot of bullshit now. WIP
Triggers are created for rooms. Updated some material stuff.
Added cone prefab
Sets TOD immediately