255,369 Commits over 3,990 Days - 2.67cph!
Moar work on equip and stow item management. Not quite working yet. Almost there.
Removed graph settings in AI designer, best values are hardcoded now, only sidebar width is exposed
Added more profiling
Fixed xp over-categorization
Limited max item owners (lots and lots of owners creating lag)
Don't send item owners for world items
Updated XP database schema to be less write/serialize heavy
Increased pool size
Animations SwitchBackL and SwitchBackR got an animation event added.
Items Component now hooks up to above mentioned animation events.
Items Component now fires the triggers for the above mentioned animation events when Equip / Stow actions occur.
Equip Carried Item Ability added.
Stow Equipped Item Ability added.
Human Items AI Module now has a plan for equipping and stowing weapons (the Behaviour Chain Selector remain before I hook it up to the Equip Carried Item Ability)
Items component should be ready for Equip and Stow now.
Removed decor scale/rotate components from fruitbush source prefabs
Removed DecorScale and DecorRotate from the berry bush prefab (bad petur)
Removed TotalThreatConsideration and it's single usage in "Animal/Territory/Return To Territory" AI
VectorUtility GetRandomInsideRadius optionally includes a GetGroundHeight call
Morale.GetFleeDestination uses above ext method, increased radius
Skill verbs in StatsUtility
Renamed some Skills
Debug tools perception tweaks
Don't generate notifications for any fulfilled desires
Unti info widget never displays empty string, only displays desire text for unfulfilled desires
Removed AlwaysWin Condition
Added ChanceCondition
Added some icons to a few abiltiies that were missing them
Added Canivore hunting AI perpcetion checks
Emotes AI goal uses 50% chance condition to make it a little less constant
Reduced Desire activity notification spam by only notifying on intial creation of unfilled desires
Emotes not longer disabled by item pickup... (may result in some funky object clipping with certain animations)
EmoteSettings.Priority range field attribute
UI prefab save, fixed missed icon ref in animations
Removed Emote instance type, now we just reference EmoteSettings
Added Emote Selector
Added EmoteSettings to Blackboard data
Added EmotePriority Consideration
Re-wrote TriggerEmote Action to use Blackboard data
Added gui_shape_dot sprite (petur I think you forgot to commit something)
AI Data save, graph layouts
Improved node snapping in AI designer
Minor tweaks to AI Designer drawing
AI Designer nodes snap after canvas panning too
Node snapping in AI Designer
SQLite memory safety
Turned off pool diagnostics (performance)
Fixed NRE when using freecraft in the editor
RUST-1128 Assertion failed: Stomping old lifeStory (with repo)
RUST-1091 Pie menu red overlay covering
RUST-1129 Binds activate when typing in chat and console
extended damage shell up on human male face
Humans use the other mouth texture, because the DDS file filters poorly from an angle.
Unit damage fx files. (WIP)
tweaked a bunch of 3rd person animations to show the player pointing his weapon in the actual direction he's facing
fixed bow world model orientation and hand placement
fixed stupid bug with the eyes looking all fucked up when the player held construction planner
More work on getting equipping and stowing ready for prime time, but not quite the yet. These changes breaks main, so pushing to branch.
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Fix for player panel not removing
Tiny optimization to herd average destination used for fleeing.
Added some error logs to Fixed Array, like when we try to Add elements when the array is full.
Herds were adding target destinations that were NaN and shit, FA debug logging unweiled it, now "fixed".
Disabled sharpen on taa; already doing it later down the pipe
Replaced anti-aliasing toggle option with dropdown: off, fxaa, smaa, txaa (needs backend/convar work)
Modified dropdown code to allow setting image color on dropdown option (off=dark)