199,201 Commits over 4,140 Days - 2.00cph!
Automated Windows Build #313
Removed legacy fog modes from all release scenes & shader stripping
Removed some unused garbage
Finished terrain shader logz tests and mods, got started on grass and cleaned shadow mask prepass code
Moved logz constant precalc to script/maincamera; added executeInEditMode
Added NoShadows benchmark
Automated Linux DS Build #313
Stat simulation split up per stat type, added base Stat.Simulate method
Fixed hang caused by StatMinipulatorParametersDrawer
Pass StatCollections's Entity into Stat constructor for easier event setup
Added AttributeSimulators
Removed IStatValueChange
Players can join new missions after previous mission has completed
Clients can connect to listen servers through Steam P2P (backend, no changes to any UI)
Automated Linux Build #314
Automated Windows Build #314
Adjusted grass LODing (less upscaling on lower LODs)
Automated Linux DS Build #314
mixer stuff and loop levels
Removed tree component from all trees (appears to be slow as fuck)
Removed Scalable and Linkable as concepts in the Stats system
Stat.ChangeMaxValue doesnt need to check type
Started adding woodcutting skill to tree chopping.
Moved apply color/alpha to fragment setup
Fixed for shader bug RUST-833
Fixed infinite tree chopping / take from dispenser actions.
Removed tree component from a bunch of clutter prefabs
Icesheet prefabs use LOD grid
Removed tree component from hemp
Fixed StatsComponentParameters
Procmap benchmarks reset GC, LODs, grass, decor and tasks before every run
Actually fix stat names in UnitSettingsEditor
TakeFromDispenser now applies Skill Gain and Skills are shown in the Debug window.
A couple of minor TakeFromDispenser tweaks
can deselect bucket instead of drinking from it
fixed NRE when swapping buckets
cannot transfer water into unheld bucket
Condition template fix
InteractionPlanData becomes BehaviourPlanData
Added SkillLevelConditon, for testing the level of a given skill on an entity
Added SkillRequirementCondition, for testing if we pass the required skill levels for our the BehaviourPlan in our DecisionContext package (doesnt work yet)
Removed StatTypes enum, now each type of Stat has it's own enum of stat definitions
Deleted Tiredness Consideration (we already have inverse energy consideration with the same repsonse curve)
unwrapped almost all of exterior and underside of beep truck
Added PlayerTaskTriggerSettingsEditor
Removed old SkillRequirement struct from CraftableParameters
Fixed StatsUtility.GetStat NRE
StatCollection.CreateStat will update existing stats that match data params
EffectsComponent.RemoveEffect Emotes EC null check
basecombatentity ignite baseline
Removing PVT test from benchmark (crashing shit)