200,062 Commits over 4,140 Days - 2.01cph!
Threat map is now global, and allows for sampling highest point within a rect
Let's not attempt to cast things in BlackboardData.Set
DM profiler hook for selector decisions
Now we gain skill when we completely miss a target, and we get a bonus based on perceived threat of the target (if it's attacking) and if target is further away.
Fixed freeze gamespeed toggle not working
Roof, ceiling, floor, overhang materials are now saved.
Environment volume base implementation
Added environment volumes for underground areas
Eliminated ambient light completely when underground
merge from ambient light volumes
Added threat considerations to a bunch of places in the AI
NetworkEntities now remove themselves from ships serverside when being destroyed
Removed curve stuff in stat manip
Felt a bit like the max possible trajectory miss modifier was a bit too big, reduced it a wee bit.
Bravery bonus when starving WIP
IInterctable and raytracing for interactions
Deconstruction of buildings must be Exclusive interactions.
Added Deconstruction interaction to all buildings / fences.
Moved world around to center town at... center
Effect tick invokes StatManipulator.OnValueChanged for any manipulators with simulated values
Fixed incorrect ordering of tutorial triggers
hunger - bravery simulator now outputs correct values
Removed "LoadGameFromSubscene" script, cleaned up how the game setup works in editor.
Clamping X position to grid max.
Disabled terrain quality affecting shader lod; keep shader level as master LoD control for consistency between terrain and objects (RUST-1280)
Added first version of rust/std 4-way blend shader (RUST-1284)
Removed some more legacy shader params; cleanup
Fixed ManagerSingleton's way of instancing _instance when T can't be found in scene, to prevent possibility of infinite loops.
Added back in the idea to append ManagerSingletons to the GameManager gameobject, but did so in a safe way that can't cause infinite loops.