255,089 Commits over 3,990 Days - 2.66cph!
made animal sprint use the correct speed measurement to fix it walking instead of sprinting
Added server side combat log that keeps a history of dealt and received damage (access via combatlog console command)
FOR FUCK SAKE level image
!A projectile prefab
FOR FUCK SAKE weapon SO
Improved/fixed emote animator controller override stuff
Only Humans have emotes enabled
Removed EmoteState
Animation code consistency
Action.LookAt resting flag hack removed for testing
missed this from last checkin, tweaking turning layer
changed look at to slerp in animation and toggled isturning bool & merge
AIDebugger NRE fix
Fixed Add Emote button not showing in debug tools panel
Stripped out zoom tilt code form RTSCamera until we find a cleaner solution
Emote package stored on Unit not in StateMachineBehaviour
LookAt temporary hack to avoid people spinning around like idiots
SetDestinationBaseSettings ends early if distance to destination is less than or equal to desired distance
Initial implementation of grid system that seems to be working
TrySetCurrentGoalPlanVariant actually supports the "Either" option
Zone size accessible prior to init
Goal and GoalPlan data can override GPV slot selection (global setting, not unique to module's wrapper)
Started adding grid things.
fixed head flickering during sleeping animation
Module GPV slot tweaking/editor exposure on the regular module editor
Emote module on secondary GPV slot
AI data pass, fixed some blackboard reads
Tribe tracker portraits grabbed when tracker becomes visible
Animation component perf test (don't check whether animator has the param before setting...)
Player created desire state trickles down properly to item desires for crafting ingredients
Removed obselete Agent.SmartSubscription property
Cleaning up GPV slot events
UnitBehaviourWidget only listens to primary GPV slot events
InteractionTriggerSettings and PlayerProgression listen to a top level Agent event that is slot-agnostic
AIDebugger shows all GPV slots
Random FlockDriver cleanup
Removed a transform null check in CombatAbilitySelector which shouldnt be needed
- Addded flashing GO text/anim to gameplay UI when a room is cleared
Disabled TSSAA sample tonemapping for now; causing problems in opengl (possibly fix for RUST-1167)
Removed InfluenceMaps from the codebase
Unit tracker portraits only updated on demand
Action.WaitForUnitFlagChange just does a flag check in RunImplementation rather than using a state+event callback
Procgen Railroad segment model/LODs/COL
Procgen roads segments models/LODs/textures
- Moved area name text below the preview images
- Level select screen thumbnails are now generated from area definitions
FOR FUCK SAKE low health effect
!A wip UI level selection image
- Forced all damage to the player to be 1 damage again, to see if feels clearer when you're about to die
- Low health screen effect now correctly enables/disables
- Some cam code cleanup
Fixed by unit flag check in Senses, more hooks
Don't init SteamManager in debug mode (for local builds without steam)
Fixed bad profiler sample in Entity.GetEntityComponent
GPV slots/agent slot handling doesnt use a dictionary
Automated Linux DS Build #403