199,330 Commits over 4,140 Days - 2.01cph!
Building planner world model drop + LODS
Fixed workshop exporting black icons with revz; now disabled during export, nothing to gain from it there
Updated Rust.Global binaries
AI related asset label validation
Refresh item lists after publish
Don't open temporary folder during publish
Open Item URL after publish
Fixed tooltips sticking if owner element disabled/destroyed
Button to hide/show editor
Fixed tooltips going off the screen
Float vars loaded properly
Camera light toggle button
Can zoom by holding down both mouse buttons
Added engage range and distance check to AI ship
recycler light + texture size tweaks
cringey female placeholder chatting added
Capping lightwells in caves - caves_dressing scene update
Lets see that happens if we don't pre-process our asset bundles
Fixed window.bars block displaying the wrong materials on LOD0
Doors biome tinting enabled
red dot sight; fbx, prefab, materials and textures
Merging building blocks biome tinting to pre-release
Merging building blocks biome tinting to pre-release
Fixed potential hole in terrain at cave 4 entrance
Scene2Prefab Monuments & Caves
Disabled pool.player_model by default for now
Network++
FOR FUCK SAKE project gamma to linear space for hdr effect
!A image effect, bloom/fog to camera
!A temp skybox
!A particle shader
FOR FUCK SAKE ocean shader sorting for particle sorting
FOR FUCK SAKE trail wip
FOR FUCK SAKE fix camera fog and linear space color
ConsiderationSettings.Response is now virtual, has access to DecisionContext and Blackboard
Added UnitSleepTimeConsideration which is basically TODConsideration but pulling the inputs from the UnitSettings.Physiology data
Addded TimeRangeParameters, TimeRangeUtility and editor drawer
More labels and a bunch of assets validated with old fields removed etc
Added new weapon mod world models to bundles
Network++
Goal.WakeUp and Goal.Sleep both use new UnitSleepTime Consideration
sleep time consideration should actually work now
CalculateConfidenceScore profiler hooks + some editor tweeaks
small sound recycle tweak
Started pathing for hexes
UDM layout/formatting tweak
ProcEffectParamatersDraw.GetPropertyHeight fix
foreach removal in Player.Update/LateUpdate
sidewalk changes, texture updates
GoalPlan.EatFromResource now works for Items too
Removed coffee bushes from spawns, removed a tortoise spawn from island1, and some rabbits
campfire with spit in starting pool
TakeFromDispenserSettings ConsumeOneItem mode bypasses Item dispenser by simply applying consumtion effects directly, when the Unit has no Items component
Breeding is now properly limited to people of opposite sex, appropriate ages and of the same species. Imagine that.
Inspecting leather hides will now unlock craftable hat.
FOR FUCK SAKE temp skybox
Work started on Take Cooked Corpse From Fire, but it's not 100% there yet. (Score for DM is ticked off for now on the Goal Plan).