200,812 Commits over 4,171 Days - 2.01cph!
Increased throwable and arrow headshot multiplier to 1.5
Fixed lake water handling
Increased player wounded time
Fixed game trace bounds of player collision being insufficiently big when wounded
Fixed group desire consideration incorrectly returning false
renamed music convar to prevent loading at 1.0 volume
updated loot tables to slightly reduce changes of finding double barrel in crates
slightly more chance of ammo slihgtly less of weapons
BehaviourChain Selectors now have an associated "plan" instance type (BehaviourChainSelectorPlan), to be consistent with our DecisionPlan type objects
It's now possible to open the AI debugger for your selected unit without having the debug tools window open as well (F2)
Lots of tweaks to the debugger and colors, and other tools design things
Adjusted some weather wetness and min/max temperature values
Fixed scoring bonuses not actually showing as bonuses in the AI debugger
Left a TODO in VItalSimulators.Warmth re heat maps
Added a placeholder simulator for the Warmth need
Increased revolver cylinder to hold 8 rounds
Increased semi auto pistol magazine to hold 10 rounds
UnitView/HumanView gating animation code in Update/LateUpdate with Unit death flag
Fixed NRE in Influence
Rescaled some numbers (no effect other than semi auto pistol damage rounding)
max condition is now shown on damaged items as a red bar
Fixed near clipping plane sometimes cutting off part of weapon viewmodel (RUST-837)
- More upgrade system work, definition SO
updates to beancan vm source
Refactored and commented DSE
Cut warpath from music list
A couple of changes to decision scoring.
- Bit more upgrades stuff
fixed incorrect frame rate and end frames on lots of anims
- Added UpgradeDatabase static class
- PlayerStats now applies upgrades when calculating modified stats
Project setting, shader variants
MovementMode AI module tweaks
DSE formatting tweaks
Module rename, Unit DM data fixes
Merged in latest temporal-aa changes; less bugs, sharper results
DecisionMakerTypes renames, added third type for movement mode management
AgentParameters.OnValidate ensures that all DMs are always defined, drawer updates
Split social AI modules into primary and additive modules
Removed SetMovementMode actions from most Abilities (except the new SetMovementX ones)
stone craft sfx added to anim
Added button to sort AI modules by weight in AgentParamters editor/drawer
Updated all Unit.Agent data with new modules for core behaviours and movement mode management
Removed IsHuman field from AnimationParameters
Fixed PickUpItem ACtion creating desires in StartImplementation rather than the OnItemPickedUp callback
loot table adjustments for slightly more infrequent flamethrowers
Cleaned up Desires a bit, fixed a bug that caused incorrect Desires to be created from CraftCommand
Bomb mission now playable, needs UI work
Removed empty animation event from human_anim_craft/human_craft1
Fairly big refactor on ItemDesire.
Probably needs testing a bit.
[SC] Population is now based on combined RCI growth
Combat appears to more or less work now, with some jank still.