199,327 Commits over 4,140 Days - 2.01cph!
Time debug now shows both times
Sleep related tweaks.
Campfire with spit now has sitting and sleeping innteractions.
Improvements to the crafting/building modal
Item commands button doesnt show unless there are commands available
Fixed TargetFilterSettings DSE params not being flagged as having access to a target through their DecisionContext
PauseBlurEffect also reduces gamma and gain via colorgrading/tonemapper
Added CorpseCondition.IsCooked
Human/Food/Cooking/Take Cooked Corpse from From now works, also added Drop Cooked Corpse goal plan
Interaction positions for sleeping on CampfireSpit
Some entity debug logging fuckery
Fixed GPV fallbacks, adding DecisionMaker.FindBestGoalPlanFallback and making some ugly code
Tribe Creation scene/root now set inactive during spawns to avoid any potential issues
PlayerPrefs get nuked if they dont contain the new version key
UI selectable sounds dont play when the selectable element is inactive or flagged as not interactable
Merged tutorial back into one single massive list of chores because it's probably more compelling for a test build
Fixed missing LOS layers data for all Units
tweaks to approaching combat targets
Lots of skill usage/unlock tweaks
Added modes pattern to ItemHasHolderSettings condtion
Fixed Hat female wearable view not being flagged properly
You can pick up decayed corses again
DecisionScoreEvaluatorsUtility.EvaluateConditions fixed early break when hiding from UI on conditions fail
Another tweak to the same method
PlayerController default entity interaction evaluation should now work properly and behave consitently with the evaluation used for radial menu interactions
* Removed RPG from the game
* Adjusted HL2 weapon's idle times to match sv_defaultdeployspeed convar
* GitSync
Automated Linux Build #453
Automated Windows Build #453
Re-ordered consume action chains a bit
Hat prefab change
Automated Linux DS Build #453
Fixed potential NRE in Water.ToggleVisibility
Don't show skill strings until Novice or above
Spawn tweaks, more rocks.
Hacky fix for potential zone spawn conflicts with tribe create
Skill tweaks
ConsumeFromDispenser(Human) DSE condition tweaks (cannot be contained)
Fixed bad richtext formatting in UnitInfoWidget
Fixed ItemHasHolder.Modes.Any
Small animal skin requires 20 hide
workshop: fixed cutout by forcing all blend mode permutations in rust/std-cloth shaders
Dispenable interactions no longer get names from their wrappers
* Fixed massive FPS loss when Entity.Set(Sub)Material is used with unloaded materials
Automated Linux Build #454
Automated Windows Build #454
Automated Linux DS Build #454
Some UIElement/Screen/Widget refactoring, added support for widget isolation
Moved crafting and building modals to their own widgets
Names config, wearable condition fix
Shops now work again (IItemRequestReceiver)
Re-working how combat kill activity is recorded
TribeMemberActivityTrigger checks that the activity creator is a member of the player's tribe where applicable