255,314 Commits over 3,990 Days - 2.67cph!
NGPV debug scores updated
Testing a different approach to Agent goal variant comparison and re-scoring
Data tweaks
Terrain triggers are now on appropriate layer for all dungeons
Fixed dx9 inverted normals / broken reflections and ps_2_0 related errors
Switched to using post-opaque as depth target during water depth pass
Extract workshop addon fonts to their own directory separate to stock fonts
Load workshop addon fonts with lower priority than stock fonts
added elvis speaker work files
added elvis speakers with shadow mesh and shader,
Fixed escalating load times on larger maps
Added quad rasterizer to base terrain map class (rasterizes two triangles in a single pass)
- Added penguins as food resource. Except people die when they eat them at the moment.
fix for decay reset when repairing
Fixed cheat reporter setting reporting player's entityid instead of steamid
Reverted grab pass save; overlooked something
Time/Season/Temperature on world debug panel
Undone
13766 (fixes weapon mods)
Touched ReourceView with my special hand
DesireCondition improvements
SetAnimatorParam callback support, not being used yet
Added effect test scene - used for testing effect package imports
Fix for RUST-654 (turret roof exploit)
Added Mood Vital, Social Need and simulator
Fixed screen space normal texture frame delay when coming back from lower quality levels
Saved one grab pass in ocean depth pass cmd buffer
- People are scheduled to consume food every 24 hours
- Made an ActionScheduler
- People now schedule eat actions
-removed repeatedly checking need for food once already under a 'we want food cause foodneed!' goal
-harvesting resources from berry bushes now checks properly by type, so returns berries rather than sticks, so berry bushes aren't immediately nuked by anti-environmental cavemen
Removed minecarts from the lod folder
Automatically writecfg after changing vars in the console/binding keys
checked in temp speaker files
Game starts at 6.30am
Island 1 topology updates
Trees yield more logs and sticks
- Refactoring the way eating works. Now a consume action.
- Added a bunch of functions and helper classes to handle EntityContainers and resources etc
Automated Linux DS Build #235
Automated Windows Build #235
initialize conditional models on server start again
Ambient light in water edge shader
Reverted water edge shore shader, added SkyColor node, removed emission
Fixed Impregnate at breeding groups goal plan BC reading from BCD
Automated Linux Build #235
Automated Linux DS Build #234
Automated Windows Build #234
Billboard trans texture size (sorry guys)
-tiny change in UDM prevents senseless destruction of fruit bushes (checks not only if a building requires an item , but whether a building still requires more of such items)