200,949 Commits over 4,171 Days - 2.01cph!
- Pass BehaviourPlanData to new Behaviours on creation in DM, and in SmartObject.TrySubscribe
- BCD/BPD tweaks and error avoidance
- Fixed issue with AddCompensationFactorToScore turning scores NaN when a DSE has 0 considerations
- Resourcce.TryHarvest returns bool, outs list of harvested items
- DecisionPlan.ScoreForDecisionMaking returns Parameters property of the same name
Updated dungeons with current rock formations progress
added dylan's new lifesteal effects to unity project
checkin before attempting to change the neck bone for smoother head movements
- Reduced length of AsteroidToFactory flow
- Controls purge/cleanup before splitting out to input device classes
latest data, neck now moved by head controller(can be manually offset)
Fixed recursive decision making over goals, goal plans and goal plan variants, that we exhaust all our options rather than to not reach a decision.
Fixed some issues with regards to considerations being non-existen or there only being a single consideration in our DSE.
Cleaned up debug in DSE a bit, that it's not as intrusive on the code elegance.
Fixed fog related water/horizon black line artifacts (for good this time)
Merge from Goal Improvements
Ditched GlobalGog; ToD scatter does the job
- More controls refactoring
- Branched and more control rework
River-clip/underwater fix
Removed a now useless fullscreen clear
can no longer throw melee weapons/tools underwater
radial reset of sleeping bags upon spawn (default 50m in all directions)
removed blood, battery, note from spawn tables
Removed usage of IComparable<T>, now only using IComparable for make benefit of storing whatever you want in FixedArray
Switched from using a ceiling threshold of previous best decisions this tick to using a previous best decisions memory array, that we make sure we evaluate everything we need, even in cases where score at the same level in the goal hierarchy might score the same where further down into the hierarchy they will score differently. First come, first served.
Fixed minor bug making things not work as intended.
Life Stealing special WIP
- Merge from GoalImprovements
- Fixed BehaviourChain DM exemption not working as intened
- Lots of kinda hacky overrides in BehaviourChain for adding behaviors without a Decision
- Unit debug view for current GPV, BehaviourChain, improved ActionChain display
- GoalPlanVariant.IsValid only true if the BehaviourChain count matches settings
Simpler colliders for banners
added howie's backdrop, added a lot more grass, working on grass shader. repositioned roots so they don't obscure the camera. tweaked court lines normals
added more grass and unwrapped to uv 2
Added atmospheric music 19
- Expose BaseBehaviourPlanSettings.CompleteAtEndOfChain in BehaviourPlanSettingsEditor
- BBPS.CompleteAtEndOfChain and BBPS.ForgetIfInterrupted default to true
- Updated all Interactions
- Better handling of GPV/BehaviourChain completion and reset
- Clear BCD in BC.Reset
- Added FixedArray.AddRange
fixed the unnatural looking spine rotations when the player runs and looks up/down
tweaked several 3rd person attack animations that looked a bit janky
tweaked the run animations
▉▅▉▌▋ ▊▉▅▌ ▆▍ '▄▅▇▇ ▉█▅ ▇█▉▇▇▉' ▉█▍▋▍ ▄▆ ▍▊▆▇▉ ▅▋▆▅▌▄ ▄█▍▄█▊▅▊ ▋█▌▅ ( ▉▅▌▄▇ + ▇ )
Replaced atmospheric music 18
Updated custom speedtree and custom PBS/Standard shaders to 5.3 (needs shader reimport)
Also some scripts and meta files (from auto 5.3 upgrade)
fixed lock LOD's for real
Cowboy selection anim source
fixed fresh sleeping bags / beds bypassing radial sleeping bag penalty
stuck spears/arrows should always appear again when falling out of a destroyed ragdoll
Fix for RUST-235 Twig tier collision thickness
- Added basic keyboard movement and firing to MKController
SSAO to BeforeImageEffectsOpaque 100
Water prefog copy to BeforeImageEffectsOpaque 300
Switched some RT samplers to point to avoid artifacts
fixed healthbars sometimes showing 0 without the object/player being dead