255,020 Commits over 3,990 Days - 2.66cph!
Confidence multiplier in DecisionPlan
WakeUp no longer breaks current goal...
BehaviourGroupSettings stores AI Modules, not GoalParams... commented out a bunch of code in BreedingGroup and ChildPlayGroup.
Enabled keyword in shader
added arrow hitting flesh ph sound
new whitebox buildings and map update
Merge related shader fixes
Merged b17 changes
Added Confidence mutliplier to DecisionLog (BEF-226)
Fixed Player animation twitches when holding (RUST-901)
Cleaning up some blackboard issues in DM
Grass and Decor spawns can be toggled in data more easily
Fixed Building Construction Sill and ToolType requirements not being setup correctly
Moved Select/Deselect to Human
floating geo is 10x closer than before on male
meat texture which fades in with AlphaCutoff and can be linked to unit health
Fixed rare UI NoticeArea error when broadcasting RefreshValue
quick test ragdoll to deer that kind of works
re-exported beep_truck_lod1 with 2nd uv channel on main and rear elements. Added cube_test_texturing to truck scene
res data to go with last checkin
Added decay to sleeping bags, tool cupboards, barricades and traps
Network++
Removed all IM considerations
Reverted threat calc in Senses
Fixed UnitCollection.GetAveragePosition NaN
Fixed NaN value in Effect.Sleeping.FX def
Replaced Combat damage application with direct Stat value change calls
Replaced Combat stamina drain effect with a direct call to the stat system
Fixed wrong interactions on deer corpse
Combat.CurrentTarget nulled on entity removal
Combat NRE fix
Fixed Senses trigger presisting after unit death
Added a couple of values to unit sound enum
Improved storage and handling of EntityViewPrefab data
Corpse.Create transfers EntityViewPrefabData from source Unit
Assign Item.View in Corpse.Create
Removed hack in Agent.Initialize
EntityComponent.PreDestroy
Agents need to listen to other entities being removed/destroyed, that we can clean up their blackboards.